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Three Things that can't be Fixed in 1e AD&D
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<blockquote data-quote="Moving Pictures" data-source="post: 9887084" data-attributes="member: 7052268"><p>Maybe the grey matter is mis-remembering, but IIRC, Rob always allowed one to "shuffle" spell points from one memorized spell to another. I know I allowed that.</p><p></p><p></p><p></p><p>I have it as a "re-memorize whatcha done used the day before."</p><p></p><p>IIRC, you still use the "no need to memorize lower-level spells" rules in the spell-point system, yes?</p><p></p><p></p><p></p><p>If the stay-at-homes do things that are (new) and would give Xp, why not? I had to think about this because I've got a city setting where there's a slum of about 500+ people, struggling to make ends meet. I have established that an NPC nature cleric has set down roots, and is blowing her Spell Points every day on vast quantities of Goodberry, just to feed folks.</p><p></p><p>The PC nature cleric is now contributing on a regular basis. I gave that XP, but I'm giving it diminishing returns.... although there may be in-game rewards later, most likely as the poor who are aided will remember the PC cleric and be more likely to help/give info or - at a later stage - be recruited.</p><p></p><p></p><p></p><p></p><p>Bingo. By shortening memorization times, the mages now can do other things.</p><p></p><p>I run on a spell point system rather than a spell slot system. This gives some flexibility. Mages need only memorize spells that are (a) new to them OR spells that are the highest level they can cast. The time required is 2xSP. Thus, memorizing a fifth-level spell (which requires eight spell points) is a 16-minute effort. </p><p></p><p></p><p></p><p>I've played and DMed under that model, and I don't like it in either form. The mage-training-from-another was part of a larger mechanic in OD&D which, IMO, was actually a "let's claw back some of the gold we've given you" process. I do not require most classes to be 'trained' as it were. People just 'become' better, with sufficient XP, a realization that comes after a long rest (usually after a night's sleep.) The exception would be certain levels of cleric, specifically seventh for nature clerics, and maybe more because I haven't got there in a totally revised system.</p><p></p><p>This is one of the (few?) things that 5e got right with spellcasters. I bump to fifth level, and I automagically get "known" spells. I don't need a teacher, I don't need to find a higher-level being... I just know stuff. I like that, esp. since I want to have mages be freaking rare as all get out. The problem I had with the old way is that now I needed to have mages around every time a mage PC bumped, and it's hard to have a "mages are rare" them when your PC can track one down when needed.</p><p></p><p></p><p></p><p></p><p>I shifted game balance by giving clerics the power to make magic items - or at least lower level/mundane ones. "Create Potion" is a third level spell for some clerics, and generally involves preserving the properties of a herb....</p></blockquote><p></p>
[QUOTE="Moving Pictures, post: 9887084, member: 7052268"] Maybe the grey matter is mis-remembering, but IIRC, Rob always allowed one to "shuffle" spell points from one memorized spell to another. I know I allowed that. I have it as a "re-memorize whatcha done used the day before." IIRC, you still use the "no need to memorize lower-level spells" rules in the spell-point system, yes? If the stay-at-homes do things that are (new) and would give Xp, why not? I had to think about this because I've got a city setting where there's a slum of about 500+ people, struggling to make ends meet. I have established that an NPC nature cleric has set down roots, and is blowing her Spell Points every day on vast quantities of Goodberry, just to feed folks. The PC nature cleric is now contributing on a regular basis. I gave that XP, but I'm giving it diminishing returns.... although there may be in-game rewards later, most likely as the poor who are aided will remember the PC cleric and be more likely to help/give info or - at a later stage - be recruited. Bingo. By shortening memorization times, the mages now can do other things. I run on a spell point system rather than a spell slot system. This gives some flexibility. Mages need only memorize spells that are (a) new to them OR spells that are the highest level they can cast. The time required is 2xSP. Thus, memorizing a fifth-level spell (which requires eight spell points) is a 16-minute effort. I've played and DMed under that model, and I don't like it in either form. The mage-training-from-another was part of a larger mechanic in OD&D which, IMO, was actually a "let's claw back some of the gold we've given you" process. I do not require most classes to be 'trained' as it were. People just 'become' better, with sufficient XP, a realization that comes after a long rest (usually after a night's sleep.) The exception would be certain levels of cleric, specifically seventh for nature clerics, and maybe more because I haven't got there in a totally revised system. This is one of the (few?) things that 5e got right with spellcasters. I bump to fifth level, and I automagically get "known" spells. I don't need a teacher, I don't need to find a higher-level being... I just know stuff. I like that, esp. since I want to have mages be freaking rare as all get out. The problem I had with the old way is that now I needed to have mages around every time a mage PC bumped, and it's hard to have a "mages are rare" them when your PC can track one down when needed. I shifted game balance by giving clerics the power to make magic items - or at least lower level/mundane ones. "Create Potion" is a third level spell for some clerics, and generally involves preserving the properties of a herb.... [/QUOTE]
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