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What houserules would best support my campaign premise?
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<blockquote data-quote="Grantypants" data-source="post: 8328043" data-attributes="member: 6917406"><p>There's no question that this premise requires a very particular sort of play style, both from the players and the DM. The players have to be willing to be flexible and recognize that the spells they have are temporary assets. The DM, meanwhile, has to make sure that the players continue to have options <strong>before</strong> they face a hard counter. </p><p></p><p>So yeah, they might not be able to prepare <em>fireball</em> or <em>tiny hut</em>, but last session they found <em>chains of perdition</em> and <em>gloomwrought barrier </em>and <em>salt lash</em> and <em>song of the forest</em>. The discovery aspect is meant to be "what are these new spells and how can I use them to accomplish my goals?"</p><p></p><p>The DM has a lot of work to make sure that the party does have the opportunity to find new spells as treasure over the course of the game. That's an aspect of treasure hunting that doesn't get a lot of support (in my experience) so I wonder what it would look like as a major pillar of a campaign. </p><p></p><p>You are right on the money as far as needing better narrative support for what this mechanic looks like to the PCs. That's something I want to brainstorm more. </p><p></p><p></p><p>I hadn't really considered henchmen as an option. Since paladins and druids and eldritch knights and arcane tricksters would all be on offer, all the party roles could still be filled. But henchmen are the perfect backstop to make sure that bad party composition doesn't cause much of a problem.</p></blockquote><p></p>
[QUOTE="Grantypants, post: 8328043, member: 6917406"] There's no question that this premise requires a very particular sort of play style, both from the players and the DM. The players have to be willing to be flexible and recognize that the spells they have are temporary assets. The DM, meanwhile, has to make sure that the players continue to have options [B]before[/B] they face a hard counter. So yeah, they might not be able to prepare [I]fireball[/I] or [I]tiny hut[/I], but last session they found [I]chains of perdition[/I] and [I]gloomwrought barrier [/I]and [I]salt lash[/I] and [I]song of the forest[/I]. The discovery aspect is meant to be "what are these new spells and how can I use them to accomplish my goals?" The DM has a lot of work to make sure that the party does have the opportunity to find new spells as treasure over the course of the game. That's an aspect of treasure hunting that doesn't get a lot of support (in my experience) so I wonder what it would look like as a major pillar of a campaign. You are right on the money as far as needing better narrative support for what this mechanic looks like to the PCs. That's something I want to brainstorm more. I hadn't really considered henchmen as an option. Since paladins and druids and eldritch knights and arcane tricksters would all be on offer, all the party roles could still be filled. But henchmen are the perfect backstop to make sure that bad party composition doesn't cause much of a problem. [/QUOTE]
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What houserules would best support my campaign premise?
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