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| #1zelekendelMar 05, 2013 17:47:46 | Thinking of giving at least one more 3.5 FR campaign a shake (probably the trilogy starting with Tearing of the Weave for ease), and was wondering what sort of restrictions to place on spell learning / casting on Realms wizards that would make the most sense within the setting and established books and novels. I'm probably going to give clerics and druids a small allotment of basic spells by alignment (good / evil), plus all the spells in their deity's domains. Additional spells would be by request, with the default answer being no (I'd accept cool spells that fit the theme of their character and deity, that weren't overpowered). For arcane casters, there isn't such a handy tool as the domains, so I'm not sure how to go about restricting spell access. One option is to simply let the dice decide what scrolls are found, add a spell learning roll akin to AD&D and eliminate "free spells" per level for wizards. Another is to restrict spells based on schooling / culture, but would this really impact an adventurer that much? Sorcerers are another story, I'd ask them to tell me the theme of their sorcerous bloodline, and the spells they'd gain would have to closely fit their theme (which of course can't be too broad). Thanks for any feedback. I haven't read much of the Realms novels outside the usual suspects (the first 6 Drizzt books at least), so I am not that sure how universal/specialized spells are for Realms wizards in the novels.. |
| #2Mr_MiscellanyMar 08, 2013 1:13:33 | Third Edition rules assume there are no spell restrictions. DMs are certainly within their rights to restrict or prohibit spells that they feel are unbalanced or game breaking, of course, but sweeping restrictions aren't usually part and parcel of a 3E game. There were restrictions in the Realms in 2E (aka Advanced Dungeon & Dragons); if I recall correctly such were based on the concept of spell rarity and/or restricted to use by NPCs only. I think you can definetely do something with treasure allotments by making arcane spells of certain schools more prevalent depending on what part of the Realms your game is in (for example, if in Cormyr you might find more spell scrolls that were penned by Wizards of War, of the blowing things up variety). You can do the same with divine spell scrolls by limiting them to certain Domains. You can encourage your players to play specialist wizards or sorcerers, who favor certain schools of spells over others. I still haven't unpacked from my move yet, but I think there may be something in the 3E Forgotten Realms Campaign Setting that talks about what skills and feats (and possibly spell schools?) a character favors over others, depending on the region of the Realms they are from. Worth a look if you have that book. |
| #3zelekendelMar 11, 2013 19:11:28 | Respectfully, I don't care two hoots about what is assumed and standard in a 3e game at this point. I'm going to lay down my rules for the players before the campaign begins, and if they don't want to play it, I can always do something else (meaning another campaign, not telling them to f off). How I'm going to run it is to take the 5th edition playtest spell lists for wizards / sorcerers, maybe tweak it just a little, and then specialists can only use those spells + any Realms specific spells from THEIR specialty school, while the generalist can use any Realms spells. I'm going to disallow the two free spells per level, and run by found spell scrolls and rare sold scrolls. |
| #4mastercliffMar 11, 2013 21:30:43 | Respectfully, I don't care two hoots about what is assumed and standard in a 3e game at this point. I'm going to lay down my rules for the players before the campaign begins, and if they don't want to play it, I can always do something else (meaning another campaign, not telling them to f off). So why are you posting the topic? You ask for feedback, and then say you don't give two hoots. It sounds like you don't want feedback unless it's to agree with you. So why are you here? |
| #5Mr_MiscellanyMar 11, 2013 23:57:53 | It sounds like you don't want feedback unless it's to agree with you. So why are you here? MasterCliff, take it easy. I think Zelekendel was just trying to say that he/she is pretty firm on limiting spells and is willing to do something else if the players aren't interested. That said, another option might be to orient an adventure around finding spells and the like. Maybe start the players with very limited spell access and then make the treasure they find only the spells that you (Zelekendel) want the players to have access to. Let us know how it turns out. ![]() |