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General Tabletop Discussion
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UA Spell Versatility: A deeper dive
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<blockquote data-quote="Sword of Spirit" data-source="post: 7867207" data-attributes="member: 6677017"><p>Sort of. My point is that, given specific needed arcane spell X, any wizard of the appropriate level should be more likely to be able to access it both tomorrow, and during extended downtime, than a sorcerer of the same level.</p><p></p><p>I'm not a huge fan of the divine soul's design.</p><p></p><p></p><p></p><p>That's fine in your game, but I don't run my worlds that way. Sure, if I've created an adventure or an adventure hook where there is a certain NPC spellcaster the party is expected to visit for certain reasons, they have whatever appropriate spells they should have. But if the party just decides on their own to seek out a caster, that caster will follow the basic rules of who knows what in the world. This means there is a random chance that they will have or not have any particular spell. I run a very simulationist (or explorationist as I prefer to call it) D&D multiverse.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7867207, member: 6677017"] Sort of. My point is that, given specific needed arcane spell X, any wizard of the appropriate level should be more likely to be able to access it both tomorrow, and during extended downtime, than a sorcerer of the same level. I'm not a huge fan of the divine soul's design. That's fine in your game, but I don't run my worlds that way. Sure, if I've created an adventure or an adventure hook where there is a certain NPC spellcaster the party is expected to visit for certain reasons, they have whatever appropriate spells they should have. But if the party just decides on their own to seek out a caster, that caster will follow the basic rules of who knows what in the world. This means there is a random chance that they will have or not have any particular spell. I run a very simulationist (or explorationist as I prefer to call it) D&D multiverse. [/QUOTE]
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UA Spell Versatility: A deeper dive
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