Wizards Gaining Two Spells When Gaining a Level - How do you do it?

I use the DMG Ch. 2 "Variant: Gaining Class Abilities", somewhat softened, requiring a 1/2 week per level of training in a town at a cost of 100 gp/week. This provides the rationale that everyone needs to train/study to pick up their new skills, feats, attacks, abilities, and spells. Admittedly, this is a variant that I've gotten quite a bit of resistance from some of my players.
 

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I must be more of a minor control freak. I ignore this particular rule.

A wizard in my campaign must find his/her spells from scrolls, or otherwise during play. This gives me some control over spells in my campaign allowing me to minimize spells that seem problematic.

I do however, when a player wants a very specific spell, allow the character to engage in specific spell research to create the spell effect. I do make it quite expensive and often can craft a whole adventure out of the search for the formulae. The wizard often needs the help of the entire party to acquire the knowledge.... Druids and Rangers for the natural ingredients or nature knowledge. Warriors as defense while searching a particular region. Rogues to help infiltrate old ruins where some bits of info might be located. Etc.

There is no real reason that the process needs to be dummied down to the point that it is in the rulebooks.
 

smootrk said:
I must be more of a minor control freak. I ignore this particular rule.

A wizard in my campaign must find his/her spells from scrolls, or otherwise during play. This gives me some control over spells in my campaign allowing me to minimize spells that seem problematic.

I do however, when a player wants a very specific spell, allow the character to engage in specific spell research to create the spell effect. I do make it quite expensive and often can craft a whole adventure out of the search for the formulae. The wizard often needs the help of the entire party to acquire the knowledge.... Druids and Rangers for the natural ingredients or nature knowledge. Warriors as defense while searching a particular region. Rogues to help infiltrate old ruins where some bits of info might be located. Etc.

There is no real reason that the process needs to be dummied down to the point that it is in the rulebooks.
So... how do you handle all the other spellcasters?

This just seems to widen the power gap between Druids/Clerics and everyone else... YMMV


Mike
 

smootrk said:
There is no real reason that the process needs to be dummied down to the point that it is in the rulebooks.

Yes, there is.

If you remove the auto-2-spells-per-level, then Wizard is the only base class in the game who gains the ability to cast spells but does not automatically know any spells to cast.

All divine casters get access to their entire spell lists upon learning a new level of spells.

All other arcane casters are spontaneous ( :p ) casters, and automatically learn a pre-determined number of spells per level.

Personally, I'm not sure I'd ever play a wizard in such a game without a lot of other stuff going for me.

Do you require everyone else to go find a trainer in order to learn new or improve old skills? Do you require training for feats? How about other class abilities (like Evasion)?

If you don't, then why can a Fighter practice new sword tricks in his off-time (and pick up Weapon Focus, for instance) while a Wizard cannot practice new magic tricks in his off-time (and pick up Sleep and Color Spray, for instance)?
 


mikebr99 said:
So... how do you handle all the other spellcasters?

This just seems to widen the power gap between Druids/Clerics and everyone else... YMMV

Mike

Essentially, every cleric/priest of a particular deity is a unique core class in my campaign. When designing the class structure (and spell list), I may start the process by reviewing the domains and powers that the core books hand out. But I tweak and modify almost every aspect of the cleric, from weapon choices and armor to spell lists. I believe a cleric of a war diety like Thor to be a very different type of priest than a priestess of lets say Aphrodite. A diety of magic (like Boccob of Greyhawk) might seem for all appearances to be a mage.
Not many seem to want to take up the role of a cleric in my campaign but when someone does, I do give lots of variety with skills/powers. Clerics often become a focal point of the campaign because they act upon the direction of higher powers. They often determine the party's goals, but never seem to be the functional (or tactical) leader of the group.

It is all a lot of work but it seems worth it for my campaign.
 

It is simple enough as DM to ensure that a wizard locates a scroll or two of useful spells for his/her spellbook when he levels up and has additional slots. I am not an adversary of the players. I try to make things enjoyable, and I am not stingy with spells/scrolls. Wizards are an important part of my group's dynamic.
 
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Patryn of Elvenshae said:
Yes, there is.

Do you require everyone else to go find a trainer in order to learn new or improve old skills? Do you require training for feats? How about other class abilities (like Evasion)?

If you don't, then why can a Fighter practice new sword tricks in his off-time (and pick up Weapon Focus, for instance) while a Wizard cannot practice new magic tricks in his off-time (and pick up Sleep and Color Spray, for instance)?

Most physical skills can be practiced. I practice martial arts and don't seem to have too much trouble trying out new movements without much trouble, although it is much easier with some coaching from someone who already knows the movements.

Now on the other hand, skills that require raw information, like dusty old tomes, alchemical equipment, universities, etc. make sense to require the additional effort and expense.

I think this is a playing style choice. Some just don't want that kind of minutae. And I think some players are just afraid of the slight loss of control over the choices. Again, I am not against the players in my group. I work with them to make everything fun, including if they want/need certain spells in their spellbooks. It is simple enough to make sure the resources are available for any skill.
 

A chime sounds, pretty sparkly lights flash, and the wizard instantly has 2 new spells in his spellbook, plus a greater number of spell slots, more skill points, more hit points, and potentially more feats and greater ability stats.
 

MerakSpielman said:
A chime sounds, pretty sparkly lights flash, and the wizard instantly has 2 new spells in his spellbook, plus a greater number of spell slots, more skill points, more hit points, and potentially more feats and greater ability stats.

Now that is an interesting alternative.:D
 

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