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<blockquote data-quote="Harzel" data-source="post: 7639336" data-attributes="member: 6857506"><p>Certainly fun comes first, but I have a slightly different perspective.</p><p></p><p></p><p></p><p>That depends on how finely tuned your sense of balance is. Versatility is a significant asset; having spells that cover more situations is plainly more powerful than having fewer. And the wizard spell list is <em>much</em> more expansive than either the cleric list or the druid list.</p><p></p><p></p><p></p><p>When you say 'limit' here, I assume you are not talking about enforcing an actual, hard numerical limit as an additional rule, since that's not something that anyone has proposed in the thread (and something that I would not particularly favor). I'm assuming that you instead mean the provision of in-game obstacles that make it nontrivial for the wizard PC to acquire spells beyond those they get 'for free'.</p><p></p><p></p><p></p><p>Since there is always a great diversity of attitudes, I won't claim that the following is always true, but I posit that most instances of such annoyance arise from unmet expectations, that is from the player expecting and anticipating that their wizard <em>is supposed to</em> have access to all or most of the spells in the spell list. I mean, I've never heard, for instance, of a wizard player who was 'annoyed' that their wizard did not get all the features from all the wizard subclasses instead of just one. The RAW expectations around how many spells a wizard will know are a lot more vague, of course, but clarification up front in the form of a narrowing of those expectations ought to avoid, I would think, most instances of the annoyance.</p><p></p><p>But that brings us to this part, which is probably the more important point.</p><p></p><p></p><p></p><p>No, there's actually a very good reason. Limiting (even if the limit is somewhat plastic) the number of spells that a wizard knows provides a constraint. Constraints force choices. Choices are what makes the game interesting. In fact, they're what make the game a game. No constraints, no game. Of course it is rare for any particular constraint to be strictly necessary (and limiting a wizard's known spells certainly isn't), but I think it is best to ask whether you have a really, really good reason when you are contemplating whittling one away.</p><p></p><p></p><p></p><p>The PCs are supposed to struggle with and against the constraints of their world; that is their lot. A wizard <em>character</em> ought to (or at least might reasonably) do their utmost to gain as many spells as they can. However, I don't think it does the game or the players any favors to encourage the <em>player </em>to drag the character's problems into the meta and try to solve them by modding the game.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7639336, member: 6857506"] Certainly fun comes first, but I have a slightly different perspective. That depends on how finely tuned your sense of balance is. Versatility is a significant asset; having spells that cover more situations is plainly more powerful than having fewer. And the wizard spell list is [I]much[/I] more expansive than either the cleric list or the druid list. When you say 'limit' here, I assume you are not talking about enforcing an actual, hard numerical limit as an additional rule, since that's not something that anyone has proposed in the thread (and something that I would not particularly favor). I'm assuming that you instead mean the provision of in-game obstacles that make it nontrivial for the wizard PC to acquire spells beyond those they get 'for free'. Since there is always a great diversity of attitudes, I won't claim that the following is always true, but I posit that most instances of such annoyance arise from unmet expectations, that is from the player expecting and anticipating that their wizard [I]is supposed to[/I] have access to all or most of the spells in the spell list. I mean, I've never heard, for instance, of a wizard player who was 'annoyed' that their wizard did not get all the features from all the wizard subclasses instead of just one. The RAW expectations around how many spells a wizard will know are a lot more vague, of course, but clarification up front in the form of a narrowing of those expectations ought to avoid, I would think, most instances of the annoyance. But that brings us to this part, which is probably the more important point. No, there's actually a very good reason. Limiting (even if the limit is somewhat plastic) the number of spells that a wizard knows provides a constraint. Constraints force choices. Choices are what makes the game interesting. In fact, they're what make the game a game. No constraints, no game. Of course it is rare for any particular constraint to be strictly necessary (and limiting a wizard's known spells certainly isn't), but I think it is best to ask whether you have a really, really good reason when you are contemplating whittling one away. The PCs are supposed to struggle with and against the constraints of their world; that is their lot. A wizard [I]character[/I] ought to (or at least might reasonably) do their utmost to gain as many spells as they can. However, I don't think it does the game or the players any favors to encourage the [I]player [/I]to drag the character's problems into the meta and try to solve them by modding the game. [/QUOTE]
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