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What is REALLY wrong with the Wizard? (+)
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<blockquote data-quote="James Gasik" data-source="post: 8974867" data-attributes="member: 6877472"><p>As far as the 2 free spells/level that Wizards get...one of the 2e books, I think it was Forgotten Realms Adventures, divided spells into rarity. And I think this is really the way the game should go. Common spells should include everything the designers think Wizards should be able to do, like detecting magic, identifying things, and basic offensive spells like magic missile. And then just hand these spells out for free.</p><p></p><p>Then the more powerful spells, that can break encounters or grant great narrative power should be rarer, and need to be sought out. This makes them something that has to be earned, and gives new DM's a chance to talk with their players about campaign expectations- if you're worried about what they'll do with a spell, you can have that conversation before you give them an opportunity to learn it. It also makes it easier to ban spells; no DM can really be expected to pore over an entire spell list to make sure there's no mines ahead, and thus, most problems happen when an unsuspecting player goes "oh look, this spell is neat" and the game literally stops dead in it's tracks when they cast it and everyone is reaching for rulebooks going "it can't possibly be that good..."</p><p></p><p>(We had a moment like this yesterday, the DM allows us to acquire spells from Deep Magic by Kobold Press, and the Cleric found something....decidedly plus ultra to randomly prepare for the day that broke two encounters wide open).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8974867, member: 6877472"] As far as the 2 free spells/level that Wizards get...one of the 2e books, I think it was Forgotten Realms Adventures, divided spells into rarity. And I think this is really the way the game should go. Common spells should include everything the designers think Wizards should be able to do, like detecting magic, identifying things, and basic offensive spells like magic missile. And then just hand these spells out for free. Then the more powerful spells, that can break encounters or grant great narrative power should be rarer, and need to be sought out. This makes them something that has to be earned, and gives new DM's a chance to talk with their players about campaign expectations- if you're worried about what they'll do with a spell, you can have that conversation before you give them an opportunity to learn it. It also makes it easier to ban spells; no DM can really be expected to pore over an entire spell list to make sure there's no mines ahead, and thus, most problems happen when an unsuspecting player goes "oh look, this spell is neat" and the game literally stops dead in it's tracks when they cast it and everyone is reaching for rulebooks going "it can't possibly be that good..." (We had a moment like this yesterday, the DM allows us to acquire spells from Deep Magic by Kobold Press, and the Cleric found something....decidedly plus ultra to randomly prepare for the day that broke two encounters wide open). [/QUOTE]
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