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General Tabletop Discussion
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What spells should be dropped?
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<blockquote data-quote="Scott Christian" data-source="post: 9015706" data-attributes="member: 6901101"><p>I've always liked this method too. It is fun for the character to develop their spells based on the context of the story and what they are exploring. But, I have also had players explain it like this: The mysteries of magic unfold themselves in the unlikeliest of circumstances. So it may be in the middle of a battle, or in the middle of casting another spell, or in the middle of the night that they have a revelation on how to tweak one spell and make it another or are inspired on how to cast something different. And, who am I (other than the DM) to say no. Especially in a setting like D&D, where magic is sooooooo prevalent. </p><p>I have found a unique compromise. I make new spells and have them find the scroll or book. This way it relates to the setting and the context of the story. So these get added to their spellbook, but they are not necessarily ones they have to take. </p><p></p><p>That sounds challenging. You must be doing a good job as a DM to balance between the two. Can I ask a question? Are the players vocal about what the wizard should take or do they just try to persuade? I imagine if I was playing a harsh and gritty campaign, I'd want PCs that were useful too.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9015706, member: 6901101"] I've always liked this method too. It is fun for the character to develop their spells based on the context of the story and what they are exploring. But, I have also had players explain it like this: The mysteries of magic unfold themselves in the unlikeliest of circumstances. So it may be in the middle of a battle, or in the middle of casting another spell, or in the middle of the night that they have a revelation on how to tweak one spell and make it another or are inspired on how to cast something different. And, who am I (other than the DM) to say no. Especially in a setting like D&D, where magic is sooooooo prevalent. I have found a unique compromise. I make new spells and have them find the scroll or book. This way it relates to the setting and the context of the story. So these get added to their spellbook, but they are not necessarily ones they have to take. That sounds challenging. You must be doing a good job as a DM to balance between the two. Can I ask a question? Are the players vocal about what the wizard should take or do they just try to persuade? I imagine if I was playing a harsh and gritty campaign, I'd want PCs that were useful too. [/QUOTE]
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What spells should be dropped?
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