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Community
General Tabletop Discussion
*Dungeons & Dragons
What houserules would best support my campaign premise?
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<blockquote data-quote="Grantypants" data-source="post: 8328635" data-attributes="member: 6917406"><p>I concede a lot of what you said here is fair. If your character concept relies specifically on being able to cast some particular spells, and then those spells get destroyed, you would probably not have a good time in this game. It's not for everybody, and that's okay.</p><p></p><p>On the other hand, for this concept to have any chance of working, it has to be something that all the players at the table do agree to at Session Zero. The players have to all build their characters with this premise in mind. I think expectations are critical here. If you build a character intending to be an illusionist and excited about all the fun illusions you're going to cast, then that gets taken away, it probably won't be very fun. But instead, if you lean into it, you might have a good time. If you build a character fully aware that any spell they have might be taken away at some point, you'll end up probably making different choices in creating that character, choices that will hopefully lead to new and interesting outcomes at the table. This premise does cut off many viable character concepts, but it's no different than playing in Dark Sun or any other unique setting where the story either explicitly or implicitly limits some character options. </p><p></p><p>Everyone has a spellbook and can copy spells that they find into the spellbook is the easiest solution, at least from a game design perspective. Reflavor spellbooks into songbooks or prayer books and move on. Another more solution might be to mix it up. Maybe warlocks, paladins, and clerics have to persuade their god/patron to grant them new spells during a long rest, with a bonus or penalty if they did something to please or anger the god/patron that day. Sorcerers are trickier. Maybe when they lose a spell they know, they automatically get a random replacement spell. Pent-up arcane energies have to have a way to escape, or something like that to go with the idea of sorcerers as unstable conduits of magic. One thing that could work across the board would be to allow an arcana check (with your character's spellcasting ability modifier) to learn a spell that you can see cast and is on your class's spell list. </p><p></p><p></p><p>Well actually, I have a bunch of third party supplements with hundreds of spells all ready to go. <em>Deep Magic </em>from Kobold Press, the back catalog from <em>EN5ider</em>, plus supplements large and small from the DM's Guild and elsewhere. In fact, wanting a chance to see those spells in play is one of the things that put this idea in my head in the first place.</p></blockquote><p></p>
[QUOTE="Grantypants, post: 8328635, member: 6917406"] I concede a lot of what you said here is fair. If your character concept relies specifically on being able to cast some particular spells, and then those spells get destroyed, you would probably not have a good time in this game. It's not for everybody, and that's okay. On the other hand, for this concept to have any chance of working, it has to be something that all the players at the table do agree to at Session Zero. The players have to all build their characters with this premise in mind. I think expectations are critical here. If you build a character intending to be an illusionist and excited about all the fun illusions you're going to cast, then that gets taken away, it probably won't be very fun. But instead, if you lean into it, you might have a good time. If you build a character fully aware that any spell they have might be taken away at some point, you'll end up probably making different choices in creating that character, choices that will hopefully lead to new and interesting outcomes at the table. This premise does cut off many viable character concepts, but it's no different than playing in Dark Sun or any other unique setting where the story either explicitly or implicitly limits some character options. Everyone has a spellbook and can copy spells that they find into the spellbook is the easiest solution, at least from a game design perspective. Reflavor spellbooks into songbooks or prayer books and move on. Another more solution might be to mix it up. Maybe warlocks, paladins, and clerics have to persuade their god/patron to grant them new spells during a long rest, with a bonus or penalty if they did something to please or anger the god/patron that day. Sorcerers are trickier. Maybe when they lose a spell they know, they automatically get a random replacement spell. Pent-up arcane energies have to have a way to escape, or something like that to go with the idea of sorcerers as unstable conduits of magic. One thing that could work across the board would be to allow an arcana check (with your character's spellcasting ability modifier) to learn a spell that you can see cast and is on your class's spell list. Well actually, I have a bunch of third party supplements with hundreds of spells all ready to go. [I]Deep Magic [/I]from Kobold Press, the back catalog from [I]EN5ider[/I], plus supplements large and small from the DM's Guild and elsewhere. In fact, wanting a chance to see those spells in play is one of the things that put this idea in my head in the first place. [/QUOTE]
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What houserules would best support my campaign premise?
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