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Would reducing spellscribing costs break anything?
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<blockquote data-quote="Rel" data-source="post: 74685" data-attributes="member: 99"><p>I would also consider the fact that they have better weapons, better armor, better hit points and a ready means of healing themselves to be advantages they have over the wizard. Also, although someone above mentioned a house rule to restrict divine casters from getting access to all the new spells from the classbooks, it is just that: A house rule.</p><p></p><p>I don't like the wizard scribing costs (and therefore changed them for my campaign) for two reasons. First, I think they assume that a wizard is going to be played in a certain way (namely that they are going to be crafting items for sale and therefore have plenty of extra cash that needs to be "bled off" with scribing costs). Second, I don't like the whole wizard spell acquisition scheme because it is inconsistent. When you get the "Free Spells" for going up levels, they require no money or time be spent and they don't require you to have gotten access to the spell. Poof! They're in your spell book. But if you want to get any more spells, those require heavy investments of money, moderate investments of time and a means of access to the spell.</p><p></p><p>I decided to chuck all of that and build a system that seems fair regardless of how the wizard chose to play his character and that was consistent for all spells the wizard gets. As I mentioned before, I haven't had anyone play a wizard yet (it's only our first 3E campaign) but my players have made it clear that it isn't because they think my rules are too hard or too easy. I would still want to see my house rules playtested before I recommend them too highly, but if they don't work for some reason, I think I'd try to tweak them rather than go back to the rules given in the PH.</p><p></p><p>From previous conversations on this topic, I know that a lot of other people are not as bothered about this consistency issue as I am. I guess we all have our little peeves about the system.</p></blockquote><p></p>
[QUOTE="Rel, post: 74685, member: 99"] I would also consider the fact that they have better weapons, better armor, better hit points and a ready means of healing themselves to be advantages they have over the wizard. Also, although someone above mentioned a house rule to restrict divine casters from getting access to all the new spells from the classbooks, it is just that: A house rule. I don't like the wizard scribing costs (and therefore changed them for my campaign) for two reasons. First, I think they assume that a wizard is going to be played in a certain way (namely that they are going to be crafting items for sale and therefore have plenty of extra cash that needs to be "bled off" with scribing costs). Second, I don't like the whole wizard spell acquisition scheme because it is inconsistent. When you get the "Free Spells" for going up levels, they require no money or time be spent and they don't require you to have gotten access to the spell. Poof! They're in your spell book. But if you want to get any more spells, those require heavy investments of money, moderate investments of time and a means of access to the spell. I decided to chuck all of that and build a system that seems fair regardless of how the wizard chose to play his character and that was consistent for all spells the wizard gets. As I mentioned before, I haven't had anyone play a wizard yet (it's only our first 3E campaign) but my players have made it clear that it isn't because they think my rules are too hard or too easy. I would still want to see my house rules playtested before I recommend them too highly, but if they don't work for some reason, I think I'd try to tweak them rather than go back to the rules given in the PH. From previous conversations on this topic, I know that a lot of other people are not as bothered about this consistency issue as I am. I guess we all have our little peeves about the system. [/QUOTE]
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