Blackwarder
Adventurer
As it stand right now acquiring new spells is too easy.
RAW say that every time a wizard gain a level he automatically learn a number is spells equal to his int modifier, I find it too easy and unrealistic and it remove one of the better tools for controlling the wizard power in relation to the rest of the party from the DM hands (not to mention advanture hooks).
Also copying spells and learning new ones is just an matter of spending time and money, personally I'm not a huge fan of that, my best wizard character was the one in 2nd Ed who failed to learn all the iconic spells (fireball, lightning ball, invisibility etc) and had to do with creative use of other spells.
I think that the section on gaining new spells is one of the best places to use the modularity and optional rules.
1. For those groups who don't wish to bother the current rule is fine.
2. When gaining a new level a character can try and research a new spell of a level he can cast, it require one week per spell level and (spell level)d6 X 10 GP of spell component, at the end of this period the spell is automaticly added to the character spell book.
3. Spells are only acquired by in game actions, finding a magic scroll or a spell book, learning from another magic user etc...
Another optional rule Spell learning chance: each time a character try to learn a new spell it need to roll a d% bellow its Int score X 5, caped at 95% on a failure the character cannot learn this spell. So a wizard with 16 Int have an 80% chance of learning new spells.
And one last optional rule, Number of spell known per spell level: a wizard can only understand a finite number of spells, that number is determined by Int score - 10, so a wizard with Int 15 will be able to learn 5 spells per spell level.
I want this rules to be written down instead of having to house rule them in, mainly because I don't want to have to explain it and argue with new players who only want to use RAW.
What do you guys think?
Warder
RAW say that every time a wizard gain a level he automatically learn a number is spells equal to his int modifier, I find it too easy and unrealistic and it remove one of the better tools for controlling the wizard power in relation to the rest of the party from the DM hands (not to mention advanture hooks).
Also copying spells and learning new ones is just an matter of spending time and money, personally I'm not a huge fan of that, my best wizard character was the one in 2nd Ed who failed to learn all the iconic spells (fireball, lightning ball, invisibility etc) and had to do with creative use of other spells.
I think that the section on gaining new spells is one of the best places to use the modularity and optional rules.
1. For those groups who don't wish to bother the current rule is fine.
2. When gaining a new level a character can try and research a new spell of a level he can cast, it require one week per spell level and (spell level)d6 X 10 GP of spell component, at the end of this period the spell is automaticly added to the character spell book.
3. Spells are only acquired by in game actions, finding a magic scroll or a spell book, learning from another magic user etc...
Another optional rule Spell learning chance: each time a character try to learn a new spell it need to roll a d% bellow its Int score X 5, caped at 95% on a failure the character cannot learn this spell. So a wizard with 16 Int have an 80% chance of learning new spells.
And one last optional rule, Number of spell known per spell level: a wizard can only understand a finite number of spells, that number is determined by Int score - 10, so a wizard with Int 15 will be able to learn 5 spells per spell level.
I want this rules to be written down instead of having to house rule them in, mainly because I don't want to have to explain it and argue with new players who only want to use RAW.
What do you guys think?
Warder