70 lines
2.9 KiB
Plaintext
70 lines
2.9 KiB
Plaintext
|
Article 1293 of rec.games.frp.dnd:
|
||
|
Newsgroups: rec.games.frp.dnd
|
||
|
Path: nntp-server.caltech.edu!elroy.jpl.nasa.gov!sdd.hp.com!cs.utexas.edu!torn!watserv1!watmath!undergrad.math.waterloo.edu!napier.waterloo.edu!l2wang
|
||
|
From: l2wang@napier.waterloo.edu ( Lei Wang )
|
||
|
Subject: 2nd Ed. Spell Memorizing Process
|
||
|
Message-ID: <BqutnB.6uL@undergrad.math.waterloo.edu>
|
||
|
Sender: news@undergrad.math.waterloo.edu
|
||
|
Organization: University of Waterloo
|
||
|
Date: Sat, 4 Jul 1992 07:47:33 GMT
|
||
|
Lines: 56
|
||
|
|
||
|
As in all editions of the D&D game, according to rules, every spell
|
||
|
user(mage or priest) must, after a full night of rest, spend a large
|
||
|
amount of time memorizing each spell that he plan to cast at the beginning
|
||
|
of the day, preparing every spell in advance.
|
||
|
|
||
|
Of course, this means that in order to cast Any spell, you must have
|
||
|
memorized that spell earlier. In the case of priests, you must have
|
||
|
prayed for that exact power in your meditations.
|
||
|
|
||
|
It makes for careful planning, true. But it forces players to always
|
||
|
choose the common, generic spells, like fireball or lightning bolt or
|
||
|
cure light wounds or magic missile, with no cause for variety.
|
||
|
|
||
|
I find this all very boring. What I'd like best(and what is most often
|
||
|
shown in fantasy fiction), is for a player to be creative. You can't be
|
||
|
really be creative with a fireball: You either blast your enemy with it
|
||
|
or you don't.
|
||
|
|
||
|
|
||
|
There are a few ways to avoid the above scenario:
|
||
|
|
||
|
1. Allow the player to spend the time studying/praying in the mornings,
|
||
|
but allow to cast any spell in a situation, provided they have the spell
|
||
|
components.
|
||
|
|
||
|
This is good, but it's too much freedom. It also consumes much of
|
||
|
a campaign's time, when during a melee round a mage flips through his
|
||
|
Player's Handbook for half an hour looking for the right spell.
|
||
|
|
||
|
3. (My idea) Allow the player to select, beforehand, as many spells
|
||
|
as his intelligence allows, then cast only from those spells. If you
|
||
|
want to cast two fireballs, you must have devoted two or more slots
|
||
|
to fireball.
|
||
|
|
||
|
This is a bit better, but it doesn't allow for the level of the caster.
|
||
|
A 20th level mage has as much freedom as a 1st level mage, if their
|
||
|
intelligences are the same.
|
||
|
|
||
|
4. (My better idea) Allow the player to select, beforehand, twice
|
||
|
the number of spells that he can normally memorize, and he can cast
|
||
|
from this increased pool of spells.
|
||
|
|
||
|
This is very good, in my opinion. It allows for variety, but also
|
||
|
makes for planning. Allowing three times the normal number is also
|
||
|
acceptable, though perhaps a bit too many.
|
||
|
|
||
|
5. (Your idea) What is your opinion? Any house rules that you prefer?
|
||
|
What do you normally play on?
|
||
|
|
||
|
|
||
|
--
|
||
|
l2wang@napier.waterloo.edu
|
||
|
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
|
||
|
ME: Univ. of Waterloo YOU: Huh? o=> ME: in Canada, YOU: Huh?
|
||
|
ME: in Ontario, YOU: Huh? /o/ ME: up north! YOU: Aaaaaahhh...
|
||
|
ME: near Toronto, YOU: Huh? ==o Huh??
|
||
|
|
||
|
|