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General Tabletop Discussion
*Dungeons & Dragons
What spells should be dropped?
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<blockquote data-quote="Cruentus" data-source="post: 9015617" data-attributes="member: 7034645"><p>As a DM, I,</p><p></p><p>1) don’t like systems where the Wizard gets to ‘just get’ new spells at their next level. Especially after like two days of “adventuring” out in the wild, where they are supposedly ‘experimenting’ and ‘studying’ and just, voila, know two new spells at level two. I’m fine with wizards picking their spells at chargen, or if they’re really into their character, working with them on their mentor, and they select from a subset of that wizard’s spells to start. After all, finding the lore and spells is part of what a Wizard is (or used to be) about. </p><p></p><p>2) don’t care one whit what spell the Wizard might choose at their next level - assuming I am running 5e straight from the books. As long as they are selecting from the list of ‘campaign approved’ spells, or have cleared the “new, obscure spell from some other source” with me, take whatever you want, according to those rules.</p><p></p><p>However, the table I Dm and play at would definitely weigh in on what spell the Wizard took. Wizards usually get all kinds of advice from the <em>other players</em>, since if the wizard is taking useless spells, the party will be in a lurch potentially as a result, or have one less ‘contributing’ member. We have a very hard line between our min/maxers in the group, and the Rp’ers, and they don’t overlap.</p><p></p><p>We went through our DM/player friction phase 30 years ago when it was assumed the DM (and the world) was out to kill you and the party had to do everything within the rules to survive. Nowadays, it’s more laid back, but the tenor of the game (harsh and gritty all the way to superhero) is decided before we play. My small group has decided on the former, harsh and gritty, using Basic/OSE.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9015617, member: 7034645"] As a DM, I, 1) don’t like systems where the Wizard gets to ‘just get’ new spells at their next level. Especially after like two days of “adventuring” out in the wild, where they are supposedly ‘experimenting’ and ‘studying’ and just, voila, know two new spells at level two. I’m fine with wizards picking their spells at chargen, or if they’re really into their character, working with them on their mentor, and they select from a subset of that wizard’s spells to start. After all, finding the lore and spells is part of what a Wizard is (or used to be) about. 2) don’t care one whit what spell the Wizard might choose at their next level - assuming I am running 5e straight from the books. As long as they are selecting from the list of ‘campaign approved’ spells, or have cleared the “new, obscure spell from some other source” with me, take whatever you want, according to those rules. However, the table I Dm and play at would definitely weigh in on what spell the Wizard took. Wizards usually get all kinds of advice from the [I]other players[/I], since if the wizard is taking useless spells, the party will be in a lurch potentially as a result, or have one less ‘contributing’ member. We have a very hard line between our min/maxers in the group, and the Rp’ers, and they don’t overlap. We went through our DM/player friction phase 30 years ago when it was assumed the DM (and the world) was out to kill you and the party had to do everything within the rules to survive. Nowadays, it’s more laid back, but the tenor of the game (harsh and gritty all the way to superhero) is decided before we play. My small group has decided on the former, harsh and gritty, using Basic/OSE. [/QUOTE]
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What spells should be dropped?
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