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Wizard Loot?
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<blockquote data-quote="venkelos2016" data-source="post: 6824654" data-attributes="member: 6814482"><p>Compared to other lootables, I just don't see books, certainly IGS spellbooks, sitting around, compared to some decent armor, a good weapon, or whatever; lots of people keep "nice shinies" but most average creatures wouldn't likely preserve a book in a fashion where it would be usable; certainly not one they can't read. I more imagine Gargoyle's Hakon tearing pages out, and burning them, or using them as a Sears-Roebuck catalog, prior to the glossy pages era. Like I said, I suppose they can now as easily pick up a new weapon as anyone else, and until 5th level, even if the wizard isn't proficient, the "penalty" isn't ungodly. It's just, when I've played other games, scrolls were more common, and wizards added them to books. Knoew LOTS of spells, and it was the spells/day slots that limited their use. In my worlds, shops of scrolls and potions were a thing (most other magic items were a "shop" run by the Crown, but scrolls, and potions, both of which were easy to make, and consisting of lower level spells, were acquirable from locals. This was good, as clerics were often sparse in those games), and wizards had a reasonable opportunity to find them, buy them, or maybe join a guild, and get them as a perk; they had more opportunities than "you leveled up! Add two spells of a level you can cast to your spellbook. This was the wizard's power, compared to the sorcerer; that dragon-blooded heathen could cast on the fly, and more often, but if he didn't have a spell for the occasion, he was boned. The wizard could <em>learn</em> it, though. If you aren't fighting a wizard, though, finding a book, or scrolls, just seems unlikely, maybe even forced. I don't want to sound like I'm just whining, mind. I'm more still trying to wrap my head around the changes. With the rarity of trivial magic items now being higher, and with my mind not seeing too many "paper medium" lootables in average dungeons, warrens, crypts, and other "not wizard tower" locales, compared to weapons, armor, and mcguffins, I just wasn't seeing what the wizard hoped to get out of the same encounters, other than XP. Spell components are fine, but it depends, for me, on how picky the GM is. If your game assumes "you know Fireball. In some pouch, you have enough bits of bat guano to cast it consistently", rather than micro-managing every holly sprig, or what have you, "average" spell components don't seem to necessary to dig up. Specific spells, with particularly expensive, or rare components, certainly, but the regular ones were more "if you weren't stripped of everything, and thrown in the dungeon, you have the stuff to cast your spells." Certainly, once the fighter has her desired armor, and a good example of her weapon of choice, she's not much better off than the wizard, when they kill a warren of kobolds, and find a stockpile of their scuzzy gear, scraps of food, and little else, but my take on the 5E variant, magic exists, but there is less of it in the world, or it's from an older age, meshes well with my idea that, comparatively, there are less magic-using enemies in the encounters than weapon-swinging toughs, meaning they leave less "wizard calls dibs" loot. Sword-swinging adventurers are, comparatively, a dime a dozen, and if they fall, someone takes their weapons, but if the wizard falls, and didn't have a nice wand, staff, or whatnot, whatever killed him might not care what he had, and if the enemy isn't a caster, holding the book, and a staff, wearing ermine robes, and stroking his beard, as he smites you with lightning, his sort of gear just seems less likely to appear, and the "random" nature of loot might help, but it will still <em>feel</em> forced, at least in my head.</p><p></p><p>At this point, I think I'm babbling, possibly just whining, and have probably said half of this two or more times, so I'll take a pause, and see what others have to say.</p></blockquote><p></p>
[QUOTE="venkelos2016, post: 6824654, member: 6814482"] Compared to other lootables, I just don't see books, certainly IGS spellbooks, sitting around, compared to some decent armor, a good weapon, or whatever; lots of people keep "nice shinies" but most average creatures wouldn't likely preserve a book in a fashion where it would be usable; certainly not one they can't read. I more imagine Gargoyle's Hakon tearing pages out, and burning them, or using them as a Sears-Roebuck catalog, prior to the glossy pages era. Like I said, I suppose they can now as easily pick up a new weapon as anyone else, and until 5th level, even if the wizard isn't proficient, the "penalty" isn't ungodly. It's just, when I've played other games, scrolls were more common, and wizards added them to books. Knoew LOTS of spells, and it was the spells/day slots that limited their use. In my worlds, shops of scrolls and potions were a thing (most other magic items were a "shop" run by the Crown, but scrolls, and potions, both of which were easy to make, and consisting of lower level spells, were acquirable from locals. This was good, as clerics were often sparse in those games), and wizards had a reasonable opportunity to find them, buy them, or maybe join a guild, and get them as a perk; they had more opportunities than "you leveled up! Add two spells of a level you can cast to your spellbook. This was the wizard's power, compared to the sorcerer; that dragon-blooded heathen could cast on the fly, and more often, but if he didn't have a spell for the occasion, he was boned. The wizard could [I]learn[/I] it, though. If you aren't fighting a wizard, though, finding a book, or scrolls, just seems unlikely, maybe even forced. I don't want to sound like I'm just whining, mind. I'm more still trying to wrap my head around the changes. With the rarity of trivial magic items now being higher, and with my mind not seeing too many "paper medium" lootables in average dungeons, warrens, crypts, and other "not wizard tower" locales, compared to weapons, armor, and mcguffins, I just wasn't seeing what the wizard hoped to get out of the same encounters, other than XP. Spell components are fine, but it depends, for me, on how picky the GM is. If your game assumes "you know Fireball. In some pouch, you have enough bits of bat guano to cast it consistently", rather than micro-managing every holly sprig, or what have you, "average" spell components don't seem to necessary to dig up. Specific spells, with particularly expensive, or rare components, certainly, but the regular ones were more "if you weren't stripped of everything, and thrown in the dungeon, you have the stuff to cast your spells." Certainly, once the fighter has her desired armor, and a good example of her weapon of choice, she's not much better off than the wizard, when they kill a warren of kobolds, and find a stockpile of their scuzzy gear, scraps of food, and little else, but my take on the 5E variant, magic exists, but there is less of it in the world, or it's from an older age, meshes well with my idea that, comparatively, there are less magic-using enemies in the encounters than weapon-swinging toughs, meaning they leave less "wizard calls dibs" loot. Sword-swinging adventurers are, comparatively, a dime a dozen, and if they fall, someone takes their weapons, but if the wizard falls, and didn't have a nice wand, staff, or whatnot, whatever killed him might not care what he had, and if the enemy isn't a caster, holding the book, and a staff, wearing ermine robes, and stroking his beard, as he smites you with lightning, his sort of gear just seems less likely to appear, and the "random" nature of loot might help, but it will still [I]feel[/I] forced, at least in my head. At this point, I think I'm babbling, possibly just whining, and have probably said half of this two or more times, so I'll take a pause, and see what others have to say. [/QUOTE]
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