Grantypants
Explorer
I had an idea for what seems like a cool campaign, but I think I'd need to tweak the 5e rules a bit to make it work.
The party would be all magic-users of some kind or another, and they've teamed up to find out why certain spells have stopped working. Turns out there's a BBEG who hates magic. He's found a ritual that can make a particular spell impossible for anyone to ever cast again. The party is travelling the world trying to find this guy, but also to find new spells to replace the ones they can't cast any longer. The main gameplay loop is finding loot in the form of spells, then using those spells until they stop working, rinse, repeat.
All the PCs have to pick classes capable of casting spells, at least by level 3, where we'll start. Artificers and psionic classes are not included as options, but are likely to show up as major antagonists. The PCs can only choose from PHB spells (or maybe even only SRD spells) to start with, but spells from all kinds of other sources will show up eventually. How much would it break if I just said that, for purposes of learning and preparing spells, everyone is wizards? Classes that previously limited the number of spells a character knows now just limit the number of spells that can be prepared?
Everyone gets the equivalent of a wizard's spellbook and has to prepare spells from their list of spells known, but also can copy spells into their spellbooks when they find spells in play. Since it will be a major focus of the story, I think I'd want to make copying spells much cheaper and faster than what is currently available.
Players will be encouraged to reskin their spellbooks into something more suitable for their character, but I'll leave that in their hands. Based on what they respond with, I'll also reskin spell scrolls and the like to match. Since I'm going to be ruthless in taking spells away, I also have to be generous in doling out new spells to keep the game fair, so new spells should be reasonably common in game.
What else do I need to consider?
I'll use a random table for selecting the spells that are deleted from the world. There's a few warlock invocations that refer specifically to eldritch blast, so I might open those up to benefit any warlock cantrip, in case eldritch blast is deleted. Other class features that refer to particular spells might be changed the same way.
The party would be all magic-users of some kind or another, and they've teamed up to find out why certain spells have stopped working. Turns out there's a BBEG who hates magic. He's found a ritual that can make a particular spell impossible for anyone to ever cast again. The party is travelling the world trying to find this guy, but also to find new spells to replace the ones they can't cast any longer. The main gameplay loop is finding loot in the form of spells, then using those spells until they stop working, rinse, repeat.
All the PCs have to pick classes capable of casting spells, at least by level 3, where we'll start. Artificers and psionic classes are not included as options, but are likely to show up as major antagonists. The PCs can only choose from PHB spells (or maybe even only SRD spells) to start with, but spells from all kinds of other sources will show up eventually. How much would it break if I just said that, for purposes of learning and preparing spells, everyone is wizards? Classes that previously limited the number of spells a character knows now just limit the number of spells that can be prepared?
Everyone gets the equivalent of a wizard's spellbook and has to prepare spells from their list of spells known, but also can copy spells into their spellbooks when they find spells in play. Since it will be a major focus of the story, I think I'd want to make copying spells much cheaper and faster than what is currently available.
Players will be encouraged to reskin their spellbooks into something more suitable for their character, but I'll leave that in their hands. Based on what they respond with, I'll also reskin spell scrolls and the like to match. Since I'm going to be ruthless in taking spells away, I also have to be generous in doling out new spells to keep the game fair, so new spells should be reasonably common in game.
What else do I need to consider?
I'll use a random table for selecting the spells that are deleted from the world. There's a few warlock invocations that refer specifically to eldritch blast, so I might open those up to benefit any warlock cantrip, in case eldritch blast is deleted. Other class features that refer to particular spells might be changed the same way.