I wouldn't have a problem with that as a table rule. seems reasonable.I think at least one of the Wizard's two free spells should be tied to their subclass.
I wouldn't have a problem with that as a table rule. seems reasonable.I think at least one of the Wizard's two free spells should be tied to their subclass.
With over 300 spells, I think you'd need to have a pretty heavy thumb on the scales to get to playability for random selection.Maybe it's random, but they roll with advantage?
I respect that. I like the idea of picking a school and randomly determining from that. Or do that and drop it down to one new spell, but enforce the idea of treasure, trade and purchase (henceforth referred to as TTP) in worldbuilding. Make the assumption that TTP is in play explicit, but include a sidebar explaining that you might want to increase class-based new spell availability if TTP isn't practical for your campaign.With over 300 spells, I think you'd need to have a pretty heavy thumb on the scales to get to playability for random selection.
Probably some mechanism to limit the population of potential results to some reasonable number, maybe 4 or 5.
Ultimately, my real issue would be from the narrative perspective. The wizard probably isn't studying spells at random, so it'd seem odd to get random spells through leveling.
It'd be like the dual weapon fighter randomly recieving the shield master feat at level up.
Maybe if it's tied to the spell school or something I could see a case for it. The balance of spells in those schools is pretty rough though.
all that, and also you could limit it to specific classes. so if you don't want paladins to be able to do it for some reason, just don't give them the feature. and if you do let the monk have it, you could strip out their ability to dash/disengage as a bonus action, since it's redundant (or you could leave it, if you think it isn't. either way).Thinking of the new Monk design, they can already dash and disengage with a bonus action. The Monk's bonus action attack should absolutely not be allowed to be swapped, because then their level 1 feature invalidates their level 2 feature.
That should be a decent enough solution to keep relative balance, make it "when you activate your Extra attack feature, you can swap an attack for [Blank]" This limits monk shenanigans, and keeps everyone else chugging along. IT also helps because I doubt you were planning on allowing dual-wielding to activate this, as then everyone can disengage and dash simply by drawing two daggers and "attacking".
I kind of like this, the more I think about it.
I expect that'd be more palatable.I respect that. I like the idea of picking a school and randomly determining from that. Or do that and drop it down to one new spell, but enforce the idea of treasure, trade and purchase (henceforth referred to as TTP) in worldbuilding. Make the assumption that TTP is in play explicit, but include a sidebar explaining that you might want to increase class-based new spell availability if TTP isn't practical for your campaign.
8 + spell level maybe? or 10 + spell level.The DCs should be pretty easy, but I'd think they should scale with spell level somehow.
Yeah thinking something like that. Maybe the first roll made with advantage or something.8 + spell level maybe? or 10 + spell level.
I like it. Combine with a graduated degree system of success and failure I'd like to implement, and Bob's your uncle!I expect that'd be more palatable.
Personally I'm partial to something like making it two arcana skill checks, one for each spell you get when you level, with degrees of success/failure. Something like:
Crit fail - No spell, or pure random spell
Fail - Random(ish?) spell from spell school
Succeed - choose your spell
Crit succeed - choose a bonus spell.
The DCs should be pretty easy, but I'd think they should scale with spell level somehow.
The idea, generally, would be that I'd expect Wizards with lower Int and less knowledge of the arcane to be worse at learning new spells, and that higher level spells are more difficult to learn than lower level spells.
You don't see the point of effort? What does that even mean?