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UA Spell Versatility: A deeper dive
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<blockquote data-quote="tetrasodium" data-source="post: 7854591" data-attributes="member: 93670"><p></p></blockquote><p>It sounds like you aren't aware of the fact that Crawford talked at length about how slower leveling games were a driving factor in this UA & think that his reasons behind creating this UA is irrelevant to the abilities in this UA ... maybe quoting him again will help you understand why slower leveling games are relevant to the discussion.</p><p></p><p>[MEDIA=youtube]v7A6-yOZC_s:384[/MEDIA]</p><p>[spoiler]I wanted us to provide an official answer to the desire in many groups, which we ave observed over the last five years to be able to have a bit more flexibility with their character.. for when they make a choice.. not be trapped by that choice. Because we have provided in the player's handbook various ways to say if your a sorcerer when you level up swap out a spell.. In this we provide you the ability to swap out a spell at the end of the long rest. The reason for that is that we actually have no control as game designers over how long a level lasts... and in some groups, it has become clear as we've observed different patterns on play over the last five years. Having to wait till the next level to swap out a spell that you don't like in one group that might just be a session or two from now... Another group, if another group likes to just sorta stay the same level for a long time,<strong> that could be six to twelve months</strong>... which was not a part of our original design. So in a way, us providing this versatility is signaling to people the game can handle a sorcerer for instance swapping out one spell at the end of the short rest err sorry a long rest... Because also ultimately we want people to be happy with their characters, to me there is no sort of merit in the design to make people sorta eat their vegetables with their character, it's a game. Now some may ask why you don't just let people change everything all the time. Now the reason that the rules don't it's really two fold. One is a narrative reason, we want there to be at least some stable identity to a person's character... but also B we don't want this potential slowdown of reconsidering everything in your character all the time. Now there are a few characters like the wizard for instance where actually you have deep consideration daily of their spells & all of their spells is a core part of their identity... but with wizards we address that by it's a spellbook so the spellbook doesn't have every single spell in existence, it just sortof a curated list & then your choosing from that curated list[/spoiler]</p><p></p><p>Hope that helps.</p><p>[/QUOTE]</p>
[QUOTE="tetrasodium, post: 7854591, member: 93670"] [/QUOTE] It sounds like you aren't aware of the fact that Crawford talked at length about how slower leveling games were a driving factor in this UA & think that his reasons behind creating this UA is irrelevant to the abilities in this UA ... maybe quoting him again will help you understand why slower leveling games are relevant to the discussion. [MEDIA=youtube]v7A6-yOZC_s:384[/MEDIA] [spoiler]I wanted us to provide an official answer to the desire in many groups, which we ave observed over the last five years to be able to have a bit more flexibility with their character.. for when they make a choice.. not be trapped by that choice. Because we have provided in the player's handbook various ways to say if your a sorcerer when you level up swap out a spell.. In this we provide you the ability to swap out a spell at the end of the long rest. The reason for that is that we actually have no control as game designers over how long a level lasts... and in some groups, it has become clear as we've observed different patterns on play over the last five years. Having to wait till the next level to swap out a spell that you don't like in one group that might just be a session or two from now... Another group, if another group likes to just sorta stay the same level for a long time,[B] that could be six to twelve months[/B]... which was not a part of our original design. So in a way, us providing this versatility is signaling to people the game can handle a sorcerer for instance swapping out one spell at the end of the short rest err sorry a long rest... Because also ultimately we want people to be happy with their characters, to me there is no sort of merit in the design to make people sorta eat their vegetables with their character, it's a game. Now some may ask why you don't just let people change everything all the time. Now the reason that the rules don't it's really two fold. One is a narrative reason, we want there to be at least some stable identity to a person's character... but also B we don't want this potential slowdown of reconsidering everything in your character all the time. Now there are a few characters like the wizard for instance where actually you have deep consideration daily of their spells & all of their spells is a core part of their identity... but with wizards we address that by it's a spellbook so the spellbook doesn't have every single spell in existence, it just sortof a curated list & then your choosing from that curated list[/spoiler] Hope that helps. [/QUOTE]
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