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Recommended 1E house rule compliations?
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<blockquote data-quote="grodog" data-source="post: 4187184" data-attributes="member: 1613"><p>I've found that the extra 1st level spells go to sleep at lower levels, and then MM once the PC hits about 5th---and an extra 2 of those per day can be pretty hefty even further down the line.</p><p></p><p></p><p></p><p>I've always given PCs the 4 spells from the DMG (1 each attack, defense, misc.; plus read magic; and sometimes another defensive or misc. spell depending on the campaign). PCs then roll per the INT tables when they encounter new spells, to see if they can learn it, and then if they add it to their spell books, they may continue to do so until they're at up to maximium known (again per INT). </p><p></p><p>I've played in some games where the PC MUs roll up all their known spells for the first two or three levels worth at PC generation, but I don't allow that, since there's no guarantee that the PC even knows that X spell exists and even if he does, he may not be able to find it readily. I've also added rarities to most of my spells, so sleep is a more harder spell to find than say, shocking grasp. Just because a PC advances a level and can gain a spell, doesn't necessarily mean that he can get the spell he wants (this is where some role-playing as part of the training process can come in handy, especially if you start the PC out with a mentor who provides his or her initial spellbook spells; if that NPC doesn't have the spell the PC wants, perhaps the NPC knows someone else who does....).</p></blockquote><p></p>
[QUOTE="grodog, post: 4187184, member: 1613"] I've found that the extra 1st level spells go to sleep at lower levels, and then MM once the PC hits about 5th---and an extra 2 of those per day can be pretty hefty even further down the line. I've always given PCs the 4 spells from the DMG (1 each attack, defense, misc.; plus read magic; and sometimes another defensive or misc. spell depending on the campaign). PCs then roll per the INT tables when they encounter new spells, to see if they can learn it, and then if they add it to their spell books, they may continue to do so until they're at up to maximium known (again per INT). I've played in some games where the PC MUs roll up all their known spells for the first two or three levels worth at PC generation, but I don't allow that, since there's no guarantee that the PC even knows that X spell exists and even if he does, he may not be able to find it readily. I've also added rarities to most of my spells, so sleep is a more harder spell to find than say, shocking grasp. Just because a PC advances a level and can gain a spell, doesn't necessarily mean that he can get the spell he wants (this is where some role-playing as part of the training process can come in handy, especially if you start the PC out with a mentor who provides his or her initial spellbook spells; if that NPC doesn't have the spell the PC wants, perhaps the NPC knows someone else who does....). [/QUOTE]
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