D&D 5E UA Spell Versatility: A deeper dive

The comprehend languages>tongues part of the example us more apt than the abstracted scepter puzzle. I don't think the scepter type puzzle is common & the comprehend languages>tongues part lights up a couple different problems. The first part related to what spells are ritual & what is not, but more on that later because it's a larger more subtle problem in the long run. The second part is that there are only about 17-18 ritual spells for wizards once you trip & the vast majority of the common use ones are first/second level (8 1st level, 3 2nd level, 4 3rd level, 3 5th level, 1 6th level).

White space is your friend. ;)

Rituals are limited for the same reason spell slots are limited. Those spells are simply not meant to be cast at-will and creating too many ritual tags radically increases the capability of classes. Comprehend languages specifically states "literal" comprehension. Tongues is two-way communication without the "literal" qualifier so would include colloquialisms, for example, based on that distinction.

When you say "only about 17-18" it's 18, and the UA is adding 2 more to bring it up to 20 rituals. How many rituals do you think bards, warlocks, and sorcerers actually have at any given time? I'll answer that. ;)

Sorcerers usually have none.

Warlocks usually have none, some might go with the tome warlock. The tome warlock has an opportunity cost in the invocation but can add rituals from any class. Finding scrolls for bard/cleric/druid is less common and any wizard scrolls found the wizard would have also found. Wizards generally hold the advantage with free rituals gained leveling.

Bards have rituals. The spells known mechanic restricts it significantly to rituals the player really wants and limits the number actually taken. I usually have 4 or 5 rituals on a bard.

When you say "only 18" it's kind of missing the fact that wizards have the best ritual list in the first place, and typically access to the most rituals. There are ways to pay the opportunity costs and add rituals but it's a strong point for the wizard class, and one of the reasons to play a wizard.

I would have more concern regarding item creation guidelines if a group is using them. 1st-level spell scrolls are 25gp and 1 day to craft. Price and time increases drastically but that's also where the bulk of common rituals occurs. For a wizard, that means find a scroll, scribe the scroll, craft the scroll twice and he has twice as many scrolls than he started with. For warlocks, sorcerers, and bards it means suddenly being able to craft a much wider variety of scrolls via spell versatility. It's really only practical for 1st-level spells given the costs and time but a clear advantage coming out of the UA changes. Opinions will probably vary on how important that is. Maybe it'll turn into "Sorcerers and Scroll Cases". ;)

On top of being fewer & fewer from level 3+ they get more & more niche or redundant.. When was the last time you saw someone effectively use illusory script, feign death, magic mouth, or contact other plane given that the lat one can require a long rest or greater restoration unless the pc's next words are expected to be "I'm going to work, merlin is going to take a long rest here in the hotel". On top of being so few, they aren't exactly common to find those spells in spellbooks so pretty much every wizard is forced to make some of those their free spells & that leads back into the first point. A wizard who spends lets say 3-4 of their five starting spells & 1-2 of their free level up spells on ritual spells (pretty common to see IME) is going to have lots of ritual spells sure... but when it comes to combat & getting stuff done.. the sorcerer & warlock are going to have just as many of not more spells to pick from as ritual spellcasting is rarely plausible mid fight.

Wizards start with 6 spells. Comparing what a wizard has to what a wizard may or may not have doesn't actually compare the wizard to warlocks, sorcerers, or bards. You're basically arguing one of the reasons to take a wizard isn't a big enough benefit because some of the options are better than others for wizards.

Campaign books with magic purchasing listed or XGtE magic purchasing guidelines helps add things you might not take while leveling up, but even without those options the wizard is going to take the rituals and spell he or she wants while leveling at a minimum. It's not like they would take a poor ritual over a good ritual.

Magic mouth is a good ritual. That's another topic, however. ;)

Contact-other-plane is part of a category of divinations meant to be restrictive. Some spells were given restrictions. This limits them in use and adds "this magic is unreliable or risky" flavors. It's not a unique restriction to wizards.

I usually take 2-3 rituals at 1st level on a wizard in my book. I might take magic mouth at 4th level. 5th level has a lot of competition for spells and rituals, and I'm likely to take another ritual at 6th level. Half a dozen or more rituals by 10th level is very easy.

Yes the wizard can make up for this over time by adding spells from looted spellbooks... but a lot of those will be duplicates or entirely random, "I really wish I knew acid arrow vampyric touch & faithful hound" or "I wish I had two dozen spellbooks with fireball in them" are words you probably never hear. Because spellcasters can often float between getting killed instantly & easily TPK lower level parties without even really trying with little in between a wizard is not likely to even see spellbooks early on. The warlock/sorcerer isn't going to be picking up those early utility spells for the first several levels because everyone expects the wizard to so the spells being chosen there are going to be "bread & butter things hit the fan so bad, fixitfixitfixitfixit!" solutions.. on the odd chance that you do find a spellbook, it's rarely on anything less than a cr6 mage, cr12 archmage, or some unique NPC & even if a wizard has the coin to scribe the spells, odds are good that they already have a significant chunk if not most/all of the spells in the book if the gm is pulling from published adventures (seriously how many spellbooks with the spells from the cr6 mage does one wizard need? Not to mention, how many wizards killing the cr6 mage for the first time don't already have a lot of those spells in their book for a long time now?)

"I wish I had more stuff" isn't a wizard only issue by any means. The problem with that argument is wizards have more than those other classes. When someone is playing a sorcerer it's not like they are going to have acid arrow, vampiric touch, and faithful hound all known either walking into the same scenario the wizard does. It's not like they are about to stop an encounter to change spells.

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Caveats: ASI's are assumed to clerics, druids, and wizards asap; many would take a feat and delay 1 spell prepped from levels 4 to 11 or levels 8 to 11. Domains are included for clerics and paladins. Arcanum is included for warlocks and invocations are not. Paladins have a straight 16 CHA assumption; adjust as appropriate to your expectations. Rangers are including the changes in UA class variants; we're keeping on topic here. ;)

Any time you think "I wish I had so-and-so spell prepped" will happen less often than "I wish I knew so-and-so spell" on a warlock or sorcerer. Bards do have a solid spell list and know a lot of spells in comparison but lack in other areas that I went over in the bard thread. Spells known isn't the whole story (spell lists matter a lot) as well. The cleric for example is much less likely to not have a cleric spell prepped he or she wants but he's still never going to have spells on the wizard list he or she wants. IE different classes are different. ;)

The only reasons I play sorcerers are flavor and meta-magic. I like meta-magic and can make the spells known work well enough. Spell versatility isn't going to change that. It's going to make the limited spells known a little less painful in the process. The reasons I play warlocks are for flavor and invocations. Their spell mechanics gives the spells known spread over a smaller level range while invocations are a huge part of the class so spell versatility looks like it's barely a noticeable benefit on that class, tbh. I play bards for flavor and versatility. They have a good spell list but they can't actually cast spells as effectively as other arcane spell casters. Spell versatility isn't going to change that but it does look like a person can respec an easy-to-tailor class and retailor it as needed given sufficient downtime.

Spell scribing is a bonus. The class was designed with that expectation. The rarity or duplication of spells that are found when it's a bonus doesn't turn that bonus into a drawback. That's how magic items are treated in 5e as well.

What are the Rogue and the Fighter doing while the Sorceror almost single-handedly solves the adventure?

Probably ROFL because it take the sorcerer an entire day to figure out how to open a door. ;)

Oh, you think it's unfair to grant fighters access to 9th level spells? Well what about Wizards then, oh no!

That implies spell versatility is the equivalent of spell preparation, which it isn't. A more apt comparison would be giving fighters spells, which would be the eldritch knight compared to a wizard.

Given the number of people in the other thread saying that wizard is too good... is it weaker in any relevant way, or is it just stronger?

Or it's just good as is and different.

Wizards have very definite advantages. They have a strong spell list, spells prepped is more available spells than spells known at any given time, class and subclass abilities make their spellcasting better, other ritual caster classes need to prep or learn rituals while wizards have a strong ritual list that they specifically don't have to prep (which moves them closer to clerics than druids in my chart earlier because of it).

Swapping out spells is one of the least important reasons to play any of these classes. That should be clear because most people only make minor spell swaps if they make them at all with prep classes. Spell versatility mostly only validates spells on spell lists that spells known classes cannot afford to ever take because those spells are too situational.

Players are still going to play sorcerers for meta-magic and warlocks for eldritch blast or one of the subclasses the like. They aren't going to look at those spell lists and think "I gotta get me some of that spell swapping no where near what a prep class can do" instead of just taking a prep class. ;)
 

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Given the number of people in the other thread saying that wizard is too good... is it weaker in any relevant way, or is it just stronger? Sword of spirit gave an excellent abstracted example earlier that showed just how gigantic a boon it is being granted the ability to choose spells from your entire class list during a long rest... Multiple people have pointed out that prepared casters tend to have a fairly stable set of spells they keep prepared with only the occasional spell or two that gets swapped out for odd situations. Weigh that against the fact that wizards need to find scrolls & spellbooks then spend gold to scribe whatever nonduplicate spells they don't already have scribed out of their spellbook after finding it. If you think that's not a big deal, look around at some of WotC's published adventures on what actually says there is a spellbook to be found. Here's a head start ;D

Yea there are some great spellbooks to be found just before you retire & some mediocre spellbooks after you kill cr6 mages, but pretty much none of WotC's adventures have well stockedspellbooks to find at tier 1 & the spellbooks you might find at tier2 are pretty much going to "contain the spells in the mage statblock, see monster manual" & a lot of those spells are frequently going to be ones that were also found on scrolls or chosen previously at some point in the past long before they show in a spellbook.

Even though two wizard players sitting at the table tends to go like this "you have spells I don't have" > "Yea & you have spells I don't have"> speak in unison:"Lets start copying each other's spellbooks! excitedhighfive" giving copying from a similarly leveled peer's spellbook a cost of around the cost of an two empty spellbooks or spellshards to scribe to while they two peers scribe from each other's spellbook, woc still treats spellbooks like they were in 1e/2e/3e when fully loaded spellbooks were stupidly huge boons to a wizard & you needed extradimensional storage to carry your WBL gold. Sure you could say "well low level characters are too poor to really make use of a spellbook without taking all the gold the party finds", but wouln't saying that also imply that a first level ability with this phrase included "For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it."
is improperly or poorly designed?


I'm not sure Sword of Spirit's example is "excellent"

For example, they showed that the party figured out that they needed an object in a specific shape that for some reason was not in the dungeon to continue forward. Assuming that after the party backtracked and determined the object was not nearby, and that the party could find no other way to fake the scepter of gold needed through other means, they then had the Sorcerer swap into the spell Creation. A 5th level spell.

We could also have the Wizard be a transmutation wizard and create the same scepter for free with their 2nd level ability.

Or have the Cleric cast Stone Shape.

Of course, we could come up with reasons why these abilities don't work, but we get more and more specific that the only solution to the problem was casting the spell Creation. In which case the DM having not provided the means to do so, is kind of looking worse and worse.

The fiend later encountered is likely speaking Infernal or Abyssal, and those are two of the most common extra langauages I've seen people take. Perhaps the Rogue is a tiefling, and has no problem communicating without any magic needed.

I am not saying that Sword of Spirit did not illustrate how the ability to swap is powerful, especially on mid to high level casters when there are a lot of spells. But, I do note that his example seemed to involve one caster doing all the work, using a single spell to solve each successive problem, each time resting and delaying the party longer while the other party members are helpless to solve the problems on their own.

In my experience, the door would have been broken, the fiend would have been capable of speaking common, and no one would have waited multiple days to release him. They would have decided and pressed on into the dungeon after an OOC debate.

As to the spellbook issue, I'm not sure what exactly what you want to get across here. Firstly, I don't really know why WoTC's published adventures matter at all. Secondly, you mention that a wizard's spellbook would be less useful because it is full of spells they got from scrolls.... in which case they got the spells anyways? And this ignores the setting, which is a massive consideration in how common spellbooks are. A setting where a village might have a scroll shop is very different from one where the only place to get scrolls is the magic university. And even then, getting into the magic university basically just gives the wizard access to their entire spell list, since unless they lose favor, they can copy to their heart's content.

Edit: I want to make it clear, I understand the Sword of Spirit's example is not meant to be taken literally, and I do understand the potential concern. I just see it as far more minor in the grand scheme, since players will rarely, in my experience, want to delay for a full day to get a "perfect" solution instead of just kludging together a "close enough" solution.
 
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I'll make this easy for you and just quote Magical Secret from DnD Beyond here:
Thanks, it shows that they are not added to the bard spell list which is the requirement when retraining your spells known, those spells need to come from the bard spell list. Train out your fireball spell and you won't be able to reselect it until you next gain magical secrets.
 

Had you read the entire post I made, you would have seen that every point you're making here has already been addressed.

In short, you need to show where the rules tell you that "a bard spell" and "a spell on the bard list" are distinct rules concepts. I claim they're as synonymous as saying "a martial weapon" and "a weapon on the martial weapon list."

I did read it and I disagree with you.
 

I keep thinking the discussion seems to miss the fundamental issues with Spell Versatility.

First, it is a solution looking for a problem. The alleged problem is that "spells known" casters get gipped by making "wrong" or "bad" spell selection choices and are stuck with that choice until they gain a level. As Jeremy Crawford suggests, it's purpose is to give "spells known" casters a bit of flexibility in games where levelling up is slow.

This might be a problem in organised play - I don't know. If it's a problem in home games, then that's a problem for the table, not a problem with the rules. IME, since 3E started the "spells known" concept with the sorcerer, no home game I have played in has forced a "spell known" caster to stick by the player's "wrong" or "bad" spell choice. Once the table identifies the selected spell as suboptimal, for whatever reason (mechanical, thematic, stuck too long with the same spell, whatever), the DM simply says, "yeah, change it". Maybe with some resource cost (time, money etc.); maybe not. In any case, alleged "problem" solved.

If you play in a home game with a DM that says "suck it up princess" for a whole level - well, does WoTC really need to come in on top of that and force the DM to let you change spells? Is that kind of DM really going to have a change of heart just because WoTC publishes this "optional" class feature?

Second, it is a ridiculously unsettling solution to that non-existent problem. As I said before, it makes every "spells known" caster into a "spells prepared" caster, with greater flexibility and at lower resource cost than a wizard. (Sure, clerics, druids and paladins have access to their whole spell lists all the time, but the point has been well made that, generally speaking, the divine caster spell lists are not really comparable to the arcane caster spell lists).

It is not a question of wizards vs. sorcerers (or bards, or warlocks). Wizard will remain a strong class even with Spell Versatility gifted to every "spells known" class. But the feature in its current form breaks the "spell known" mechanic in a fundamental way, and in doing so, destroys the balance between "spells known" and "spells prepared" classes.

"Spells known" classes are, of course, inherently more limited than "spells prepared" classes in their spellcasting - that's a given. What's also a given that, in "compensation", "spells known" classes get class features that are "better" (in some abstract sense) than the class features of "spells prepared" classes. (And seriously, does anyone argue that bard is somehow an under-strength class? I might be able to be convinced that sorcerer might need some love.)

So, if the intention of Spell Versatility is address DM bastardry by letting those poor players of "spells known" classes have "official permission" to change their spells, it's a square peg in a round hole (rules solution to a gaming group's interpersonal issues).

If the intention of Spell Versatility is to address some perceived imbalance between "spells known" and "spells prepared" casters, that imbalance is a feature of the distinction between the two different concepts, for which again Spell Versatility is a square peg in a round hole. It would be better to address imbalance through other means, i.e. giving "spells known" casters other bennies that don't undermine the distinction.

Cheers, Al'kelhar
 
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Second, it is a ridiculously unsettling solution to that non-existent problem. As I said before, it makes every "spells known" caster into a "spells prepared" caster, with greater flexibility and at lower resource cost than a wizard.

I was agreeing until that point. The actual spell lists are still different and that matters, but more importantly 1 spell per rest does not equal multiple spells per rest and number of spells prepped exceeds number of spells known.

Until someone can demonstrate spell versatility equals spell preparation spell preparation clearly gives more spells swappable on a rest and more spells on hand in play instead of hypothetical downtime scenarios.

It is not a question of wizards vs. sorcerers (or bards, or warlocks). Wizard will remain a strong class even with Spell Versatility gifted to every "spells known" class. But the feature in its current form breaks the "spell known" mechanic in a fundamental way, and in doing so, destroys the balance between "spells known" and "spells prepared" classes.

That's not what Jeremy Crawford said in the video series. He said the game can handle sorcerers changing on spell one a short rest. Then he caught himself and clarified long rest.

Your comment seems like extreme hyperbole. What is your reasoning behind it?

(And seriously, does anyone argue that bard is somehow an under-strength class? I might be able to be convinced that sorcerer might need some love.)

The statement I made is other spell casters cast spells more effectively. I backed that up with reasons such as the arcane recovery, subclass enhancements, and different ritual caster mechanics regarding wizards. The bard's strength is in versatility and party support, not direct power. Clerics outclass bards in prepped vs known in a similar role, druids are very similar and it's skills and inspiration vs wildshape, sorcerers apply metamagic, warlocks dwarf them in at-will power and damage

Bard cast spells at the basic level while other spell casters typically focus on spells in one way or another. Bards are poor combat in comparison to combatants and skills aren't a high power ability. I'd be happy to discuss that in another thread if you disagree.
 
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I keep thinking the discussion seems to miss the fundamental issues with Spell Versatility.

First, it is a solution looking for a problem. The alleged problem is that "spells known" casters get gipped by making "wrong" or "bad" spell selection choices and are stuck with that choice until they gain a level. As Ryan Dancey suggests, it's purpose is to give "spells known" casters a bit of flexibility in games where levelling up is slow.

This might be a problem in organised play - I don't know. If it's a problem in home games, then that's a problem for the table, not a problem with the rules. IME, since 3E started the "spells known" concept with the sorcerer, no home game I have played in has forced a "spell known" caster to stick by the player's "wrong" or "bad" spell choice. Once the table identifies the selected spell as suboptimal, for whatever reason (mechanical, thematic, stuck too long with the same spell, whatever), the DM simply says, "yeah, change it". Maybe with some resource cost (time, money etc.); maybe not. In any case, alleged "problem" solved.

If you play in a home game with a DM that says "suck it up princess" for a whole level - well, does WoTC really need to come in on top of that and force the DM to let you change spells? Is that kind of DM really going to have a change of heart just because WoTC publishes this "optional" class feature?

Second, it is a ridiculously unsettling solution to that non-existent problem. As I said before, it makes every "spells known" caster into a "spells prepared" caster, with greater flexibility and at lower resource cost than a wizard. (Sure, clerics, druids and paladins have access to their whole spell lists all the time, but the point has been well made that, generally speaking, the divine caster spell lists are not really comparable to the arcane caster spell lists).

It is not a question of wizards vs. sorcerers (or bards, or warlocks). Wizard will remain a strong class even with Spell Versatility gifted to every "spells known" class. But the feature in its current form breaks the "spell known" mechanic in a fundamental way, and in doing so, destroys the balance between "spells known" and "spells prepared" classes.

"Spells known" classes are, of course, inherently more limited than "spells prepared" classes in their spellcasting - that's a given. What's also a given that, in "compensation", "spells known" classes get class features that are "better" (in some abstract sense) than the class features of "spells prepared" classes. (And seriously, does anyone argue that bard is somehow an under-strength class? I might be able to be convinced that sorcerer might need some love.)

So, if the intention of Spell Versatility is address DM bastardry by letting those poor players of "spells known" classes have "official permission" to change their spells, it's a square peg in a round hole (rules solution to a gaming group's interpersonal issues).

If the intention of Spell Versatility is to address some perceived imbalance between "spells known" and "spells prepared" casters, that imbalance is a feature of the distinction between the two different concepts, for which again Spell Versatility is a square peg in a round hole. It would be better to address imbalance through other means, i.e. giving "spells known" casters other bennies that don't undermine the distinction.

Cheers, Al'kelhar
"DM may I?" is not a good basis for mechanics. Some DMs are inexperienced and reluctant to mess with the game mechanics, some playes are inexperienced in that type of table-side social contract. You can't design a mechanic on the basis that every DM will act the same way, UNLESS you call it out in the rules that it's an expectation you have.

I think you clearly overrate how much power is gained by switching spells around.
 

While I can agree that DMs (myself included) have often allowed casters to switch spells, I don't think Spell Versatility invalidates that.

And I also don't think it forces anyone to do anything, since it is clearly in a document labeled with "variant" rules. Sure, a player might get a burr in their saddle over seeing that this is possible and then demand their DM cater to their wishes... but if it is a type of DM who would cave over that they've already been dealing with a lot worse than what this brings to the table.

I think I agree thought that this is a rule that is searching for a place. Most people who would adopt it were allowing similiar things through fiat, the more strict tables will likely never adopt it, and the majority of players might not ever read UAs and see it is an option. But, such is life.
 

I keep thinking the discussion seems to miss the fundamental issues with Spell Versatility.

First, it is a solution looking for a problem. [...]

[...]

Second, it is a ridiculously unsettling solution to that non-existent problem. [...]

You're way overthinking things.

In the D&D Beyond video, Crawford explained that there's a segment of the population that are playing the game much more slowly than they imagined. These options are primarily meant for them.

However, for everyone else, you should take this as the designers of the game telling you that the game will not fall apart if you make changes like these. You don't have to use these options, but you will not run into any major problems of balance by using them. In other words, the game was designed or tested under cases that you would always have the right spell prepared for every encounter. Thinking about it from a balance perspective, you would have to design the game that way because some players are much better at choice than others.

Quite often, we see playtest rules from WotC and they take a very broad tack. Then, when the rules get finalized, they are published with a much narrowed version that looks like a subset of the playtest rule. Crawford has called this "one implementation of the actual rule". The actual fully flexible rule almost never gets published (probably because it's too much crunch for many tables). In any case, the point is: I assume all the game rules work like that. The Bard in our PHB is just one implementation of a much more complex set of rules that define what the class should be.

That doesn't mean that there's no possibility of mistakes, nor that the flavor of every rule works at every table, of course. Just that when the designer tells us that something is within the scope of a class that we should probably have to play with it to see what actually doesn't work.
 

I keep thinking the discussion seems to miss the fundamental issues with Spell Versatility.

First, it is a solution looking for a problem. The alleged problem is that "spells known" casters get gipped by making "wrong" or "bad" spell selection choices and are stuck with that choice until they gain a level. As Ryan Dancey suggests, it's purpose is to give "spells known" casters a bit of flexibility in games where levelling up is slow.

This might be a problem in organised play - I don't know. If it's a problem in home games, then that's a problem for the table, not a problem with the rules. IME, since 3E started the "spells known" concept with the sorcerer, no home game I have played in has forced a "spell known" caster to stick by the player's "wrong" or "bad" spell choice. Once the table identifies the selected spell as suboptimal, for whatever reason (mechanical, thematic, stuck too long with the same spell, whatever), the DM simply says, "yeah, change it". Maybe with some resource cost (time, money etc.); maybe not. In any case, alleged "problem" solved.

If you play in a home game with a DM that says "suck it up princess" for a whole level - well, does WoTC really need to come in on top of that and force the DM to let you change spells? Is that kind of DM really going to have a change of heart just because WoTC publishes this "optional" class feature?

Second, it is a ridiculously unsettling solution to that non-existent problem. As I said before, it makes every "spells known" caster into a "spells prepared" caster, with greater flexibility and at lower resource cost than a wizard. (Sure, clerics, druids and paladins have access to their whole spell lists all the time, but the point has been well made that, generally speaking, the divine caster spell lists are not really comparable to the arcane caster spell lists).

It is not a question of wizards vs. sorcerers (or bards, or warlocks). Wizard will remain a strong class even with Spell Versatility gifted to every "spells known" class. But the feature in its current form breaks the "spell known" mechanic in a fundamental way, and in doing so, destroys the balance between "spells known" and "spells prepared" classes.

"Spells known" classes are, of course, inherently more limited than "spells prepared" classes in their spellcasting - that's a given. What's also a given that, in "compensation", "spells known" classes get class features that are "better" (in some abstract sense) than the class features of "spells prepared" classes. (And seriously, does anyone argue that bard is somehow an under-strength class? I might be able to be convinced that sorcerer might need some love.)

So, if the intention of Spell Versatility is address DM bastardry by letting those poor players of "spells known" classes have "official permission" to change their spells, it's a square peg in a round hole (rules solution to a gaming group's interpersonal issues).

If the intention of Spell Versatility is to address some perceived imbalance between "spells known" and "spells prepared" casters, that imbalance is a feature of the distinction between the two different concepts, for which again Spell Versatility is a square peg in a round hole. It would be better to address imbalance through other means, i.e. giving "spells known" casters other bennies that don't undermine the distinction.

Cheers, Al'kelhar
One of my current games, the players started at level zero as "rookies", it took them a good two or three months traveling across khorvaire as cyran refugees before reaching level 1 & since then they have averaged about 2-3 months/level. I've allowed players to change what they thought were terribad choices of spell/feat/sometimes even race or class in the past, but the various threads got me thinking more about the wizard & I think that I'm probably not the only one. Even though a non-wiz class will ask to swap a spell/fighting style/feat/etc & any wizard I've ever seen is always the one metaphorically breaking pottery looking for coins long after the party mostly moves past coin to shiny stuff for services rendered plus watever they can steal along the way the wizard is still looking for & using money when the party can't even be bothered to really track their coins.

I added ritual tags to a bunch of spells a year or two back & thought it helped with some problems, but only so much because most of it is cure Quality of life, fluff, and sometimes utility. A big part of the apparent disparity (not just for wizards) is unquestionably because eldritch blast was made a cantrip but not changed to work like other cantrips... This problem I solved by declaring that Eldritch blast was a class feature that scales based on warlock level so a level 1 warlock effectively has eldritch blast plus 2 other warlock cantrips of their choice.... a level 1 fighter/level 19 rogue doesn't have 19 levels of rogue plus the attack scaling of a level 20 fighter... this is a straight buff to warlock & the only route for objection is dismissed to a similar bin punpun got dismissed to in 3.5.

I keep a tight reign on the economy & try to make it work somewhat closer to the silver standard rather than having players putting down the GDP of nations on new shinies when the powerbrokers in control of those nations could be using those shinies to leverage the PCs into solving their problems & improving their situations in exchange for what was litte more than a trophy piece in a private collection somewhere. I cut the cost of scribing spells to a spellshard down to 2.5gp +1 downtime day]*level of spell being scribed (remember silver standard puts this closer to 25gp) & might reduce that further if I still don't like where it's at.

For availability of spells I added manuals for spells. These are pretty much mass produced compilations of great spells in something similar to raw source code than the semi-compiled scrips & binaries scribed into spellbooks & spell shards but take 100 pages per spell level & add up to something akin to an encyclopedia set. I've given out two & each weighed more than a set of plate mail. Scribing spells out of them needs an arcana check & failure means you lose the gold/downtime scribing something too error prone for use & both times I've declared an entire bookcase had a set of manuals the wizard was probably the most excited I've ever seen a wizard get saying something like "I've got a lot of these already, but I wanted a lot of these eventually & this is huge for me, this might be the best treasure $PCName has found" when the party started asking him about what's in it.



I can see a use case where changing sorcerer/warlock spells known is beneficial, but the various discussions on this UA have made me rethink a few things about wizards more specifically & I'm glad for it.



"DM may I?" is not a good basis for mechanics. Some DMs are inexperienced and reluctant to mess with the game mechanics, some playes are inexperienced in that type of table-side social contract. You can't design a mechanic on the basis that every DM will act the same way, UNLESS you call it out in the rules that it's an expectation you have.

I think you clearly overrate how much power is gained by switching spells around.

I agree with your first point about less experienced GMs being reluctant & such... That's why I never said that sorcerer & warlock should not be getting spell versatility & instead argued for stuff wizards can call their own & mutter brexit to without taking toys away from other classes. It's disappointing that so many fail to acknowledge the fact that sorcerers & warlocks are really getting an awesome practically string free toy to such an extent that they downplay the benefits & say that wizards are too good to consider
 
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