I think if you feel like you have to put that many limits on spells to keep them from breaking the game, you need to just go back and apply a nerf hammer to them.
...and the cleric just prays for whatever he wants from a list of 30 spells a level? No spellbook, no % to know, not even a divine "Thou shalt have..."?
...and the cleric just prays for whatever he wants from a list of 30 spells a level? No spellbook, no % to know, not even a divine "Thou shalt have..."?
That's the way clerics have always worked. The versatility they gained was often worth the tradeoff in lower potency spells, for the most part. It's a balancing factor between them
I believe int-mod of free spells automagically appearing in your spellbook is too powerful. All of a sudden, you're in the depths of the dungeon and you can suddenly TP back home, disintegrate the cave troll, and ...etc? Without having come across a scroll?
Been there, done that... it's the old discussion about training rules. Truth is simply that some gaming groups don't want to bother with thinking about downtime, they want action and more action, thus training rules (or whatever rules would give an explanation for level advancement) are just dead weight for them. You have to assume that all their levelling-up improvements including new spells were already there, they had already learned them in the recent past, but the characters weren't able or confident enough to use them in-game.
I actually prefer to have more descriptions and explanations, probably like you also would like. But I just have to acknowledge that at best it should be optional, because most people prefer not to bother.
I don't really get this.I believe int-mod of free spells automagically appearing in your spellbook is too powerful. All of a sudden, you're in the depths of the dungeon and you can suddenly TP back home, disintegrate the cave troll, and ...etc? Without having come across a scroll? It's too similar to the cleric. I hated in 4e how clerics and wizards and fighters were all too similar in power structure and acquisition. But mostly I hated how incremental and silly those power bumps are. E.g. you get to fly at level 16...great. we quit playing by level 12, after three years.
If there are "most powerful" or "top performing" spells then the designers haven't done their job. Either the spells need to be revisited for rebalancing, or the relevant "pillar" of the game needs to be revisited to ensure equality across the pillars.I don't want a game where poof the magic just flows into your spellbook, exactly the most powerful spells.
I wonder how many wizards will chose exactly the same spells
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You can't balance it this way...your int mod free spells will almost always go to the top performing spells
I´d like all spells not in the first PHB to be uncommon and not chosable on level up. Neither for the cleric, nor for the wizard.
So categorizing spells as common, uncommon or rare could help.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.