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General Tabletop Discussion
*TTRPGs General
who should choose familiar/spells DM or player?
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<blockquote data-quote="taliesin15" data-source="post: 3040372" data-attributes="member: 22058"><p>I could understand if you wanted your familiar to be something absurdly overpowered, say a Lich Flumpf, or a Pseudo-Dragon with Divine Powers or something, but you wanted to have a *cat*?! I think only a toad might be less powerful on the list...</p><p></p><p>As to choosing the spells, I think this is a more debatable thing. Seemed like 1.0 AD&D had a chart where players could roll to see if that 1st lvl spell was in their spellbook and so forth. I forget what the rules say now, but as a DM in 3rd edition, I've generally let the players pick most of them, and I pick 1 or 2 of them. I also tend to give spellcasters an extra spell or two at low levels, FWIW. </p><p></p><p>The one area where I think DM fiat is in order has to do with framing the characters within the DM's milieu. After a player tried to have a character from overseas (the milieu was 500 miles inland) and claim to have Knowledge(Local) for the town he just walked into, I decided it was far better to try to give possible background scenarios for players to pick from, and work with them fleshing them out. The main reason to do this is to bring them into the nest of possible adventure, a context that made some sense, and might involve families and communities where they came from.</p></blockquote><p></p>
[QUOTE="taliesin15, post: 3040372, member: 22058"] I could understand if you wanted your familiar to be something absurdly overpowered, say a Lich Flumpf, or a Pseudo-Dragon with Divine Powers or something, but you wanted to have a *cat*?! I think only a toad might be less powerful on the list... As to choosing the spells, I think this is a more debatable thing. Seemed like 1.0 AD&D had a chart where players could roll to see if that 1st lvl spell was in their spellbook and so forth. I forget what the rules say now, but as a DM in 3rd edition, I've generally let the players pick most of them, and I pick 1 or 2 of them. I also tend to give spellcasters an extra spell or two at low levels, FWIW. The one area where I think DM fiat is in order has to do with framing the characters within the DM's milieu. After a player tried to have a character from overseas (the milieu was 500 miles inland) and claim to have Knowledge(Local) for the town he just walked into, I decided it was far better to try to give possible background scenarios for players to pick from, and work with them fleshing them out. The main reason to do this is to bring them into the nest of possible adventure, a context that made some sense, and might involve families and communities where they came from. [/QUOTE]
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who should choose familiar/spells DM or player?
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