Jolly Giant said:The really interesting thing about this poll is how evenly the votes are distributed among the alternatives!
That's one of my main irritants of D&D magic, especially after character reach 7th level or so. However, in my experience playing AU, this hasn't been a problem. Casters each tend to have a basic group of spells that they always have readied, and only swap out one or two to suit a particular situation.maggot said:My main problem with D&D magic is the time it takes high-level characters to decide what spells to take. In game, the characters have hours to decide each night, but while playing the game, that is unacceptable.
I'd prefer a system more like the sorcerer where you select the spells you know and then you can cast them at any time. This way the time to select spells is during level up, which is usually between games. BTW, this is how every other RPG spell system I've seen works (except for totally free-form systems).
Michael Tree said:That's one of my main irritants of D&D magic, especially after character reach 7th level or so. However, in my experience playing AU, this hasn't been a problem. Casters each tend to have a basic group of spells that they always have readied, and only swap out one or two to suit a particular situation.
The main problem with making all spellcasting work like sorcerery is that there's very little incentive to take any of the myraid of spells that are cool but relatively useless, or only useful in specific situations.
All other games that I know of that select new spells between sessions don't have any hard limit on the number of spells a character can know, while sorcerers have a certain maximum beyond which they will never learn any more spells of a certain level.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.