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<blockquote data-quote="James Gasik" data-source="post: 9335193" data-attributes="member: 6877472"><p>So I'm going to be playing Tales of the Valiant (someday) and for now, I'm allowing a lot of Kobold Press content. Which includes Deep Magic (a big book of new magic stuff) and now a Deep Magic II has been released, so that's a lot of stuff.</p><p></p><p>I often keep my game interesting by having NPC's use new spells and having players find scrolls of new spells, both good and bad. And I have a lot of custom magic items that they can find.</p><p></p><p>Now if a player said to me "I want to know every spell that could exist so I could choose to have it" I'd laugh at them. Of course there are lost spells! You're in a tomb of a wizard who died a thousand years ago!</p><p></p><p>Or if the problem is "I don't know that spell, what does it do and how can I protect myself from it?" That I'm a little more generous with, because yeah, if you don't know a powerful acid spell is going to rain down on you, you might not have valued acid resistance highly. That sort of thing.</p><p></p><p>At the end of the day though, I'd say that D&D is a game about mysteries. There's no guide book to help you get the best ending or find all the secrets. I mean where do we draw the line? Do you want all the stat blocks for all my NPC's?</p><p></p><p>Complete shopping guides for every town you might go to? At some point you have to explore the game and find out what is out there, or it's just a big puzzle to be solved before you ever roll a die.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9335193, member: 6877472"] So I'm going to be playing Tales of the Valiant (someday) and for now, I'm allowing a lot of Kobold Press content. Which includes Deep Magic (a big book of new magic stuff) and now a Deep Magic II has been released, so that's a lot of stuff. I often keep my game interesting by having NPC's use new spells and having players find scrolls of new spells, both good and bad. And I have a lot of custom magic items that they can find. Now if a player said to me "I want to know every spell that could exist so I could choose to have it" I'd laugh at them. Of course there are lost spells! You're in a tomb of a wizard who died a thousand years ago! Or if the problem is "I don't know that spell, what does it do and how can I protect myself from it?" That I'm a little more generous with, because yeah, if you don't know a powerful acid spell is going to rain down on you, you might not have valued acid resistance highly. That sort of thing. At the end of the day though, I'd say that D&D is a game about mysteries. There's no guide book to help you get the best ending or find all the secrets. I mean where do we draw the line? Do you want all the stat blocks for all my NPC's? Complete shopping guides for every town you might go to? At some point you have to explore the game and find out what is out there, or it's just a big puzzle to be solved before you ever roll a die. [/QUOTE]
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