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11 months ago ::
Aug 17, 2012 - 2:39PM
#91
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Date Joined:
Jun 20, 2012
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The problem in 5E though is that at each level up the Wizard gets to pick around 3-4 spells to add to their list, so you would literally have to ban the spells.
So that's not really a solution.
The thing is this is also a rule that can be modified. You might catch some flac, but removing this option and inserting the harder option works for me. No wizard in any version of the game automatically gains spells on level up. They come from scrolls or captured spell books or really expensive and difficult spell research. After all, if spell casting was easy then everyone would be doing it. (looks like D&DN is trying to undermine this premise, though.)
The problem with this method is that unless you've played earlier versions of the game where these rules are the norm you don't even know that it is an option. Also most groups start out being a bunch of close friends and being a stern DM can make you unpopular. You know peer pressure and all.
As for the lack of Dm problem, I'd have to say that it takes a certain kind of personality that loves the game but finds playing a character to be lacking. I took up the mantle for this reason alone. I find playing a character to be boring, one dimentional, and frustrating.
Sitting behind the screen is a better fit. Though I gotta say that WotC versions of the game don't really sit well with me and I include pathfinder in this group since it is basically just 3.75e. The reasons are manifold and insidious. alone most are pretty easy to live with but together they make running them a chore.
I may have interpreted the rules differently, but I always assumed wizards were getting more spells per level. 3.5e specifically says that they recieve 2 spells, to be chosen from a level they can cast. More spells beyond this number could be added by using captured spell books and scrolls. I did have some spells that were banned or limited in some way, though... mostly movement spells such as fly and teleport. I didn't like making adventures only to have them bypassed in 3 rounds.
DM (after weeks-long preparations): ...and the king then bids you to journey once again to the Mountain of Faraway on the far side of the Farside Range and bring back water from the Well of Tears.
Wizardus Maximus: Teleport. Fill a bucket. Teleport back.
DM Umm... Well, that's all I had for today. 500XP quest completion bonus. See you next week, unless somebody else wants to DM...
A rogue with a bowl of slop can be a controller.
WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells? DM: Awesome. Yes.
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11 months ago ::
Aug 17, 2012 - 3:28PM
#92
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Date Joined:
Feb 10, 2007
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DM (after weeks-long preparations): ...and the king then bids you to journey once again to the Mountain of Faraway on the far side of the Farside Range and bring back water from the Well of Tears.
Wizardus Maximus: Teleport. Fill a bucket. Teleport back.
DM Umm... Well, that's all I had for today. 500XP quest completion bonus. See you next week, unless somebody else wants to DM...
So if you know the player has a teleport why are you giving them a quest that can be easily bypassed by it? Why not start the quest at the point where the group lands at the well? Why not have the king specifically task them with removing any threats associated with the well and the area around it?
Steal the wizard's spell book then make him rebuild it, keeping the offending spells out of it by not giving him access to them.
I certainly wouldn't give them 500 exp for doing nothing. Rewarding them for ruining your adventure just seems counter productive. It also seems foolish to have ignored all of those goodies and real xp by jumping to the end of the adventure.
Most spells are game breaking only if you let them be. You must know what spells your players have. It's pretty easy to set up situations where scry and fly don't work. There are spells available that block scrying, Use them.
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