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Community
General Tabletop Discussion
*TTRPGs General
who should choose familiar/spells DM or player?
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<blockquote data-quote="sniffles" data-source="post: 3042370" data-attributes="member: 30035"><p>I could see some reason behind having the GM determine what new spells a wizard could learn, especially if the wizard is out adventuring. A wizard wouldn't necessarily have access to just any old wizard spell if he's out in the wilderness somewhere. But since a sorcerer's spells come from within (or wherever you decide they come from in your campaign), shouldn't a sorcerer be able to decide "I'm going to try to learn how to cast <em>mage hand</em> now", or whatever spell the player would like his character to know? </p><p></p><p>And isn't choosing a spell theme roleplaying? If you can't choose spells to suit your intended theme, where's the roleplaying in that? </p><p></p><p>A familiar is indeed a class feature. The rules don't say anywhere that you don't get to choose. Of course the GM can alter the rules to suit, but I can't see his rationale at all here. The only way he should be able to restrict your choices is if you're in an environment where some of the potential choices aren't likely to be found. I once played a sorcerer in a post-apocalyptic game where animals like cats were rare, so it was fine with me that my familiar was a rat. But if that's not the case in your GM's setting then he should let you choose, IMHO.</p><p></p><p>I'd tell your GM that randomly rolling to determine what spells or familiar you get is <u>rollplaying</u>, not roleplaying. He's far too interested in randomizing - or controlling your character. </p><p></p><p>If he wants you to be able to roleplay your character in a way that is fun for you he shouldn't take away your choices.</p></blockquote><p></p>
[QUOTE="sniffles, post: 3042370, member: 30035"] I could see some reason behind having the GM determine what new spells a wizard could learn, especially if the wizard is out adventuring. A wizard wouldn't necessarily have access to just any old wizard spell if he's out in the wilderness somewhere. But since a sorcerer's spells come from within (or wherever you decide they come from in your campaign), shouldn't a sorcerer be able to decide "I'm going to try to learn how to cast [I]mage hand[/I] now", or whatever spell the player would like his character to know? And isn't choosing a spell theme roleplaying? If you can't choose spells to suit your intended theme, where's the roleplaying in that? A familiar is indeed a class feature. The rules don't say anywhere that you don't get to choose. Of course the GM can alter the rules to suit, but I can't see his rationale at all here. The only way he should be able to restrict your choices is if you're in an environment where some of the potential choices aren't likely to be found. I once played a sorcerer in a post-apocalyptic game where animals like cats were rare, so it was fine with me that my familiar was a rat. But if that's not the case in your GM's setting then he should let you choose, IMHO. I'd tell your GM that randomly rolling to determine what spells or familiar you get is [U]rollplaying[/U], not roleplaying. He's far too interested in randomizing - or controlling your character. If he wants you to be able to roleplay your character in a way that is fun for you he shouldn't take away your choices. [/QUOTE]
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who should choose familiar/spells DM or player?
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