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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Bill on August 23, 2013, 10:12:48 AM

Title: Advice about 1E dnd wizards and clerics wanted
Post by: Bill on August 23, 2013, 10:12:48 AM
Ok, humor me here.

I am not the biggest fan of spell books, or clerics knowing every spell.

I do realize many players like those things.

So, next time I do a 1E game I want to offer the option to have a 'Sorceror' that has no spellbook.

Could it be as simple as adding one spell per level to the spells per day, and 'knowing' 2 new spells each time the sorceror gains a level? Maybe add 2 level 1 spells in addition.

The sorceror would not need to memorize, but would lose the ability to add spells en masse like a wizard, and lose the ability to create magic items, maybe not be able to use spell scrolls.


Clerics: I kinda would prefer they were spontaneous casters. So same change as above.


In both cases, a reasonably tight theme should limit what spells are selected.


So, does that sound workable?
Title: Advice about 1E dnd wizards and clerics wanted
Post by: Benoist on August 23, 2013, 10:47:26 AM
It does. I have a similar sorcerer set up in my AS&SH game. It works just fine.

Fine tune as you play, and you'll be good.
Title: Advice about 1E dnd wizards and clerics wanted
Post by: Benoist on August 23, 2013, 10:52:11 AM
Oh I forgot. Make sure you create a specific spell list per level for the players. Do not just dump the MU's spelllist and say "choose any". Instead select utility spells, spells which would be useful cast over and over, as sorcerers do, add in your own spells to the mix, and it's cool.
Title: Advice about 1E dnd wizards and clerics wanted
Post by: Bill on August 23, 2013, 11:00:05 AM
Quote from: Benoist;684832Oh I forgot. Make sure you create a specific spell list per level for the players. Do not just dump the MU's spelllist and say "choose any". Instead select utility spells, spells which would be useful cast over and over, as sorcerers do, add in your own spells to the mix, and it's cool.

Good point; some spells might  not be appropriate for a sorceror.
Title: Advice about 1E dnd wizards and clerics wanted
Post by: Benoist on August 23, 2013, 11:10:47 AM
That's right. Some spells are useless cast over and over and potentially at any time without memorization cost, and others would just be too good. Most shoots are in, that's a no brainer. Stuff like Detect magic too. Identify could mean the PCs never wonder what a magic item does in the game anymore. And so on. Consider each spell from that angle as you compile your sorcerer spell list, and adjust as needed with actual play testing. Complete what you'd perceive as holes in the list with your own custom spells including their own specific balancing mechanisms.
Title: Advice about 1E dnd wizards and clerics wanted
Post by: Spinachcat on August 23, 2013, 03:43:00 PM
Back in the early days, I played with several DMs who allowed spontaneous casting from a known spell list. It came from playing RuneQuest and Tunnels & Trolls where you did not have to prepare slots beforehand. I was surprised that it took until 3e for spontaneous casting to come into D&D.

However, I am very conflicted whether spontaneous casting is better for gameplay than memorized spell slots.
Title: Advice about 1E dnd wizards and clerics wanted
Post by: estar on August 23, 2013, 03:59:37 PM
Quote from: Spinachcat;684885However, I am very conflicted whether spontaneous casting is better for gameplay than memorized spell slots.

It is a preference issue. One consideration that may come up it whether it fits the setting you are trying to run. Another important is what people are expecting in when they sit down at the table.

Which is right?

It depends.

So try it and if you don't like the consequences of the mechanic or it doesn't reflect your setting change it for the next campaign.
Title: Advice about 1E dnd wizards and clerics wanted
Post by: The Ent on August 23, 2013, 04:31:48 PM
I've come to the conclusion that Sorcerers should probably have themed spell lists having to do with their supernatural heritage. Like fire-themed, illusion-themed, necro-themed, etc, allthough that does make them kinda one-dimensional/limited/one trick brony. But while it makes perfect sense for a wizard/mu at mid levels to know say identify, sleep, invisibilty, open, fireball, haste and dispel magic, that combo doesn't really make sense if said power and presumably the spells are inborn does it? :confused:

Note: I'm prone to overthinking stuff :o
Title: Advice about 1E dnd wizards and clerics wanted
Post by: Votan on August 23, 2013, 06:11:19 PM
One nice feature of the B/X spell list is that it is compact enough that you can just make it the spells known and not cause delays due to caster's digging around for the perfect spell.