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UA Spell Versatility: A deeper dive
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<blockquote data-quote="Chaosmancer" data-source="post: 7850656" data-attributes="member: 6801228"><p>For me, I'm a bit torn on the Spell Versatility stuff, but I can see why some people want them. Sometimes spells you think you will use, you won't, because the game changes. For example, I've been playing a warlock (Fey Chain Pact with a Sprite) in a game that has been going on almost a full year. I took the spell Hold Person. I have never once used it. </p><p></p><p>In a year of game play, I have never found a chance to use Hold Person that was worth the slot compared to other spells. Now, it is still an excellent spell, I still want to have it and can see some scenarios where it might be incredibly useful, but that could end up frustrating someone. </p><p></p><p>I've also never used Blink, and I can't remember if I ever used Faerie Fire. </p><p></p><p>I've also only used the following spells once that I can think of during the entire campaign. Dissonant Whispers (I think I asked the DM to let me have that one), Mind Spike, and Phantasmal Force. </p><p></p><p>None of these spells are particularly bad. And the one time I used them they were quite useful, but again, we have been trying to play weekly for a full year, and out of my entire list of twelve spells, half of them might have been used once or not at all.</p><p></p><p>Additionally, I know that as a DM, I often allow players to swap out spells or cantrips if they realize that it isn't accomplishing what they want to accomplish. Generally, the more experienced the player, the more I tell them to suck it up, but even so those players can misread spells and realize they won't accomplish what they want. Giving formal ways to swap spells mid-adventure instead of the DM just saying so has some value. </p><p></p><p></p><p></p><p>But, I sort of understand the complaint from the angle of spells like "Water Breathing". If you know you are going to be traveling to a lake to dive beneath looking for ruins, you can swap a low use spell for water breathing and "remove the challenge" from the encounter. I put those in quotations because that could be as impactful as preventing a clever plan or as simple as saving the DM time of thinking up a friendly wizard who just happens to want to help by casting the spell for you. </p><p></p><p>I think though this is very much the exception, and a lot of the classes getting this versatility were not taking these spells in the first place, because they couldn't afford to stretch to cover them. Combine that with Wizards scrounging enemy scrolls and spellbooks, finding magical libraries and other such things to expand their spells available immensely, I don't see this ever becoming a "big deal".</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7850656, member: 6801228"] For me, I'm a bit torn on the Spell Versatility stuff, but I can see why some people want them. Sometimes spells you think you will use, you won't, because the game changes. For example, I've been playing a warlock (Fey Chain Pact with a Sprite) in a game that has been going on almost a full year. I took the spell Hold Person. I have never once used it. In a year of game play, I have never found a chance to use Hold Person that was worth the slot compared to other spells. Now, it is still an excellent spell, I still want to have it and can see some scenarios where it might be incredibly useful, but that could end up frustrating someone. I've also never used Blink, and I can't remember if I ever used Faerie Fire. I've also only used the following spells once that I can think of during the entire campaign. Dissonant Whispers (I think I asked the DM to let me have that one), Mind Spike, and Phantasmal Force. None of these spells are particularly bad. And the one time I used them they were quite useful, but again, we have been trying to play weekly for a full year, and out of my entire list of twelve spells, half of them might have been used once or not at all. Additionally, I know that as a DM, I often allow players to swap out spells or cantrips if they realize that it isn't accomplishing what they want to accomplish. Generally, the more experienced the player, the more I tell them to suck it up, but even so those players can misread spells and realize they won't accomplish what they want. Giving formal ways to swap spells mid-adventure instead of the DM just saying so has some value. But, I sort of understand the complaint from the angle of spells like "Water Breathing". If you know you are going to be traveling to a lake to dive beneath looking for ruins, you can swap a low use spell for water breathing and "remove the challenge" from the encounter. I put those in quotations because that could be as impactful as preventing a clever plan or as simple as saving the DM time of thinking up a friendly wizard who just happens to want to help by casting the spell for you. I think though this is very much the exception, and a lot of the classes getting this versatility were not taking these spells in the first place, because they couldn't afford to stretch to cover them. Combine that with Wizards scrounging enemy scrolls and spellbooks, finding magical libraries and other such things to expand their spells available immensely, I don't see this ever becoming a "big deal". [/QUOTE]
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