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Wait, what? (Spell memorization in 2nd ed AD&D)
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<blockquote data-quote="wingsandsword" data-source="post: 8082699" data-attributes="member: 14159"><p>In practice, most of those restrictions didn't actually restrict things very much.</p><p></p><p>The highest level of spells a divine caster could cast being affected by the rank of the deity they served? It would only come into play in a game where Clerics would be able to cast 6th level spells. In campaigns I saw, most ended before that. It would take about a year of regular weekly play to get to about 10th level and that's about how long most campaigns tended to last. </p><p></p><p>This is also why level limits didn't do much for balancing demihumans, games would usually end before the level limits came into play (especially with multiclassed demihumans).</p><p></p><p>The 2e method of magic item creation was so Byzantine and ornate that in practice, PC's just plain <em>never </em>made magic items. It wasn't adventure hooks, it was "don't bother".</p><p></p><p>I never once, ever, actually saw a DM override a divine caster on their spells in 2e. </p><p></p><p>I saw wizards usually get new spells via spell research more than anything else. </p><p></p><p>At a 19 intelligence, you had an unlimited capacity for new spells. This, in practice, meant that players of Wizard characters HEAVILY powergamed to get a 19 INT, such as doing anything it took to get an 18 starting INT and getting that extra +1 <em>somehow</em>.</p><p></p><p>Most of those various balancing factors just plain never came up, or players found ways around them, or there were optional rules that softened them that were widely used. . .and nobody missed when 3e came out because those rules were seen as archaic to begin with.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 8082699, member: 14159"] In practice, most of those restrictions didn't actually restrict things very much. The highest level of spells a divine caster could cast being affected by the rank of the deity they served? It would only come into play in a game where Clerics would be able to cast 6th level spells. In campaigns I saw, most ended before that. It would take about a year of regular weekly play to get to about 10th level and that's about how long most campaigns tended to last. This is also why level limits didn't do much for balancing demihumans, games would usually end before the level limits came into play (especially with multiclassed demihumans). The 2e method of magic item creation was so Byzantine and ornate that in practice, PC's just plain [I]never [/I]made magic items. It wasn't adventure hooks, it was "don't bother". I never once, ever, actually saw a DM override a divine caster on their spells in 2e. I saw wizards usually get new spells via spell research more than anything else. At a 19 intelligence, you had an unlimited capacity for new spells. This, in practice, meant that players of Wizard characters HEAVILY powergamed to get a 19 INT, such as doing anything it took to get an 18 starting INT and getting that extra +1 [I]somehow[/I]. Most of those various balancing factors just plain never came up, or players found ways around them, or there were optional rules that softened them that were widely used. . .and nobody missed when 3e came out because those rules were seen as archaic to begin with. [/QUOTE]
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