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<blockquote data-quote="EpicureanDM" data-source="post: 7638619" data-attributes="member: 6996003"><p>1) <span style="color: #333333">As you can tell, few people have specific answers because 5e isn't as focused on what to do with gold as previous editions are. But I know how helpful it can be for new DMs to have *something* to hold onto as a guide. You'll find this thread helpful: </span>http://www.enworld.org/forum/showthread.php?402507-Deconstructing-5e-Typical-Wealth-by-Level#ixzz3OeMcPyBm</p><p></p><p><span style="color: #333333">2) This way of doing things is one of D&D's sacred cows, something that's survived through every edition. It's just meant to add more friction to the wizard's powerful ability to have a huge list of spells at their disposal. The game provides two ways to slow this down: actually finding the spells and then paying to scribe them. You can control the rate at which the wizard gains spells with the first option (availability), but be ready to find other ways to put brakes on spell acquisition. Imagine that your wizard joins a guild of other wizards. Would it be unreasonable for the guild to maintain a library of spells for its members? If not, then suddenly your player will ask to transfer every one of those spells into their spellbook. There's no gold cost, so they just need time. Even if they don't want to copy the whole guild library, they could cherry pick the ones they want and suddenly their character became more powerful with no risk. Eventually you might find that you're putting other limitations on how quickly or often a wizard can add spells to their book in the absence of gold. But why not go back to gold as the limitation? </span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">Ultimately, if your group thinks the cost is too high, then cut it in half. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"></span>3) <span style="color: #333333">For the cost of scrolls, use the rules for Crafting A Magic Item in the DMG and assume that a <em>spell scroll</em> is being made. I'd probably use the same figures as a guideline for the fee to teach the spell. I wouldn't allow clerics to teach spells to wizards. Divine magic isn't the same as arcane. The cleric wouldn't know the right arcane words and gestures to make the spell work; they'd be using words and gestures that are specific to their deity.</span></p><p><span style="color: #333333"></span><span style="color: #333333"></span></p><p><span style="color: #333333">4) There are optional rules that give a bonus to flanking in Chapter 8 of the DMG. It's a way to generate advantage on attacks, which is one way that 5e can model the difficulty of defending against an attack. </span><span style="color: #333333">In previous editions, flanking provided a smaller benefit than 5e's advantage bonus. Getting advantage in 5e is a big deal. </span><span style="color: #333333">Be careful with it, since flanking also works against the PCs, something that players don't often think about. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></span></p><p><span style="color: #333333"></span><span style="color: #333333"></span></p><p><span style="color: #333333">5) I'd lean towards some sort of monstrosity, something that's not very intelligent or evil, but smart enough to have a rudimentary personality and the ability to follow commands. Griffon's a great suggestion</span></p></blockquote><p></p>
[QUOTE="EpicureanDM, post: 7638619, member: 6996003"] 1) [COLOR=#333333]As you can tell, few people have specific answers because 5e isn't as focused on what to do with gold as previous editions are. But I know how helpful it can be for new DMs to have *something* to hold onto as a guide. You'll find this thread helpful: [/COLOR]http://www.enworld.org/forum/showthread.php?402507-Deconstructing-5e-Typical-Wealth-by-Level#ixzz3OeMcPyBm [COLOR=#333333]2) This way of doing things is one of D&D's sacred cows, something that's survived through every edition. It's just meant to add more friction to the wizard's powerful ability to have a huge list of spells at their disposal. The game provides two ways to slow this down: actually finding the spells and then paying to scribe them. You can control the rate at which the wizard gains spells with the first option (availability), but be ready to find other ways to put brakes on spell acquisition. Imagine that your wizard joins a guild of other wizards. Would it be unreasonable for the guild to maintain a library of spells for its members? If not, then suddenly your player will ask to transfer every one of those spells into their spellbook. There's no gold cost, so they just need time. Even if they don't want to copy the whole guild library, they could cherry pick the ones they want and suddenly their character became more powerful with no risk. Eventually you might find that you're putting other limitations on how quickly or often a wizard can add spells to their book in the absence of gold. But why not go back to gold as the limitation? Ultimately, if your group thinks the cost is too high, then cut it in half. ;) [/COLOR]3) [COLOR=#333333]For the cost of scrolls, use the rules for Crafting A Magic Item in the DMG and assume that a [I]spell scroll[/I] is being made. I'd probably use the same figures as a guideline for the fee to teach the spell. I wouldn't allow clerics to teach spells to wizards. Divine magic isn't the same as arcane. The cleric wouldn't know the right arcane words and gestures to make the spell work; they'd be using words and gestures that are specific to their deity. [/COLOR][COLOR=#333333] 4) There are optional rules that give a bonus to flanking in Chapter 8 of the DMG. It's a way to generate advantage on attacks, which is one way that 5e can model the difficulty of defending against an attack. [/COLOR][COLOR=#333333]In previous editions, flanking provided a smaller benefit than 5e's advantage bonus. Getting advantage in 5e is a big deal. [/COLOR][COLOR=#333333]Be careful with it, since flanking also works against the PCs, something that players don't often think about. ;) [/COLOR][COLOR=#333333] 5) I'd lean towards some sort of monstrosity, something that's not very intelligent or evil, but smart enough to have a rudimentary personality and the ability to follow commands. Griffon's a great suggestion[/COLOR] [/QUOTE]
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