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General Tabletop Discussion
*Dungeons & Dragons
What houserules would best support my campaign premise?
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<blockquote data-quote="Neonchameleon" data-source="post: 8328532" data-attributes="member: 87792"><p>I'm going to reinforce this. If the campaign setting was run as presented then as a player I would very likely walk out.</p><p></p><p>When I create a character, especially for any spellcaster than a wizard, my spells are frequently part of my character concept. Let's say I want to play an illusionist and the dice destroy the Minor Image spells. I've just lost all ability to create at will illusions. This is effectively lobotomising my character by ensuring that they can't cast illusions except in emergencies. </p><p></p><p>At this point I have two basic choices. I can play a character that is massively less fun and less interesting than the character I signed up to play or I can tear up my character sheet. Even if I keep playing my lobotomised illusionist they are seriously going to change into a really cranky and pissed off character, now unable to do most of what they love.</p><p></p><p>And all because my DM decided to create a random table and by doing so and making a roll rendered my character concept unworkable. It's not a consequence of anything I've done in character that caused this mishap. It's not something I signed up for and was agreed in Session Zero.</p><p></p><p>For that matter the "for the preparing and casting of spells everyone is wizards" burns down some of the interesting things about the sorcerer class and some of the appeal of the warlock class. If I'm playing a storm sorcerer <em>my power comes from the storm</em>. It's not something I want to mess around with books with - I channel the power through me. Spellbooks are for wizards; I'm more of a conduit. And one of the reasons to want to play a warlock is so I only have a tiny handful of spells to worry about rather than messing around with an entire spellbook.</p><p></p><p>So the campaign premise where "everyone is a wizard no matter what your class is" savagely restricts even the spellcasting classes and massively reduces character concepts available. It also runs a serious risk of completely destroying peoples' character concepts in play or making them have a far more negative play experience.</p><p></p><p>And I see no real benefit to it.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8328532, member: 87792"] I'm going to reinforce this. If the campaign setting was run as presented then as a player I would very likely walk out. When I create a character, especially for any spellcaster than a wizard, my spells are frequently part of my character concept. Let's say I want to play an illusionist and the dice destroy the Minor Image spells. I've just lost all ability to create at will illusions. This is effectively lobotomising my character by ensuring that they can't cast illusions except in emergencies. At this point I have two basic choices. I can play a character that is massively less fun and less interesting than the character I signed up to play or I can tear up my character sheet. Even if I keep playing my lobotomised illusionist they are seriously going to change into a really cranky and pissed off character, now unable to do most of what they love. And all because my DM decided to create a random table and by doing so and making a roll rendered my character concept unworkable. It's not a consequence of anything I've done in character that caused this mishap. It's not something I signed up for and was agreed in Session Zero. For that matter the "for the preparing and casting of spells everyone is wizards" burns down some of the interesting things about the sorcerer class and some of the appeal of the warlock class. If I'm playing a storm sorcerer [I]my power comes from the storm[/I]. It's not something I want to mess around with books with - I channel the power through me. Spellbooks are for wizards; I'm more of a conduit. And one of the reasons to want to play a warlock is so I only have a tiny handful of spells to worry about rather than messing around with an entire spellbook. So the campaign premise where "everyone is a wizard no matter what your class is" savagely restricts even the spellcasting classes and massively reduces character concepts available. It also runs a serious risk of completely destroying peoples' character concepts in play or making them have a far more negative play experience. And I see no real benefit to it. [/QUOTE]
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What houserules would best support my campaign premise?
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