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UA Spell Versatility: A deeper dive
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<blockquote data-quote="Tony Vargas" data-source="post: 7858195" data-attributes="member: 996"><p>Nod. Doing away with opposition schools in the former case. </p><p>With the Sorcerer, though, the known spell list should be a lot more defining than the class list... until you increase access to the whole class list in play, with a variant like Spell Versatility.</p><p></p><p>At that point, I suppose, it's an issue of psychology. If the 'best'/mostpowerful/mostcommonlyused option is wrong for the character concept, it's easier to 'resist' taking it at chargen & level up, when thinking as a player making a build choice to define a character. It's more fraught to stick to that choice in-play, when thinking as the character trying to do what's best for him and his party going into the next day's adventuring.</p><p></p><p>I feel like that's already adequately available at level-up. In particular, because you do get to try out the more unique option for a while and see what you can do with it, maybe be forced to 'get creative with it' more than once.</p><p></p><p>I don't disagree. But I think a general table rule, like LA total-rebuilding until 4th, would be a better way to go, if something more radical that just retraining at level up is desired. </p><p>The various classes don't need to be differentiated when it comes to how you fix a build when you make a mistake, I guess.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7858195, member: 996"] Nod. Doing away with opposition schools in the former case. With the Sorcerer, though, the known spell list should be a lot more defining than the class list... until you increase access to the whole class list in play, with a variant like Spell Versatility. At that point, I suppose, it's an issue of psychology. If the 'best'/mostpowerful/mostcommonlyused option is wrong for the character concept, it's easier to 'resist' taking it at chargen & level up, when thinking as a player making a build choice to define a character. It's more fraught to stick to that choice in-play, when thinking as the character trying to do what's best for him and his party going into the next day's adventuring. I feel like that's already adequately available at level-up. In particular, because you do get to try out the more unique option for a while and see what you can do with it, maybe be forced to 'get creative with it' more than once. I don't disagree. But I think a general table rule, like LA total-rebuilding until 4th, would be a better way to go, if something more radical that just retraining at level up is desired. The various classes don't need to be differentiated when it comes to how you fix a build when you make a mistake, I guess. [/QUOTE]
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