Mustrum_Ridcully
Legend
The spells from the core rulebooks are usually enough. Though splats certainly help.Lizard said:Like I said -- apparently, in some games, wizards just keep the PHB and the Spell Compendium on their laps, and pick any spell they like at any time.
In games I'm in, you have:
a)A limited subset of spells to pick from -- you don't get to know every spell in the book (well, unless you're a cleric/druid...), and it's easy for the DM to say, "Sorry, there's no one you can learn that spell from".
b)Of that subset, you can only prepare a limited number.
It all depends on the adventure setup. Some have timelines, where you can't rest after each day. Others don't. But even if you do have a timeline, you will have to rest eventually. Wands of Cure Light Wounds are cheap and effective to extend the day, but if the Clerics is out of the more powerful healing spells, how are you gonna survive the next full-attack of an enemy brute monster? Or two guys with 2 fireballs per day?If people think that not allowing players a day's rest after each encounter, or surprising them with combat in what should be a non-combat situation, or making sure their enemies are just as aware of how the world 'works' as they are and take the same precautions is "unfair" or "screwing the players", well, I'm glad they enjoy their games. I'd be bored stiff.
Sadly, yes. (But craftig takes only 8 hours -that's like a normal work day. You can leave the other 16 hours of the day to sleeping and socializing with your family, friends and allies. They probably don't have so much time during the day, either - daily work doesn't do itself!)Are your characters so divorced from the world that they need do nothing but craft magic items anytime they're not adventuring?)