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Spell Mastery
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<blockquote data-quote="Urbannen" data-source="post: 1207219" data-attributes="member: 7643"><p>1. I don't realize it, but yeah, the spellbook rules are retarded. They are better in 3E than they were in previous editions, when they were completely inane. </p><p></p><p>2. If a wizard's spellbook could realistically be stolen, than steal it, for heaven's sake. If your players are babies (80% probability) and you don't like to listen to crying babies, than see the original number 1. Guess what, if a player doesn't want to have to rely on a spellbook, there is always the sorcerer class. If you want to encourage players to burn feats on Spell Mastery while not "punishing" them by taking their spellbooks, than okay, give them some minor benefit, like +1 caster level. </p><p></p><p>You might also allow the Signature Spell feat into your campaign and allow wizards to take it as a bonus feat.</p><p></p><p>You could also change the paradigm. You might recognize in your game that spellbooks are legitimate targets of thieves and enemies and that they can actually get ruined by exposure to the elements. There are several strategies that traveling wizards can adopt to deal with this reality, taking Spell Mastery being just one.</p></blockquote><p></p>
[QUOTE="Urbannen, post: 1207219, member: 7643"] 1. I don't realize it, but yeah, the spellbook rules are retarded. They are better in 3E than they were in previous editions, when they were completely inane. 2. If a wizard's spellbook could realistically be stolen, than steal it, for heaven's sake. If your players are babies (80% probability) and you don't like to listen to crying babies, than see the original number 1. Guess what, if a player doesn't want to have to rely on a spellbook, there is always the sorcerer class. If you want to encourage players to burn feats on Spell Mastery while not "punishing" them by taking their spellbooks, than okay, give them some minor benefit, like +1 caster level. You might also allow the Signature Spell feat into your campaign and allow wizards to take it as a bonus feat. You could also change the paradigm. You might recognize in your game that spellbooks are legitimate targets of thieves and enemies and that they can actually get ruined by exposure to the elements. There are several strategies that traveling wizards can adopt to deal with this reality, taking Spell Mastery being just one. [/QUOTE]
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