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Post by Necropraxis on Jul 3, 2012 21:40:02 GMT -6
How do people here handle which spells magic-users start with?
Does anyone give a starting magic-user "the book" of first level spells (that is, all 8 of them in Men & Magic)?
What about only read magic, and requiring them to find all other spells during the game?
Or, the "Greyhawk intelligence" method of a minimum and maximum number of spells per level along with % to learn chance?
What about giving starting magic-users higher level spells that they must "grow into"?
Are there any other hints about how this was intended from the 3 LBBs? I've done some looking and have not turned up very much. The only thing I have really found is the ambiguous note on page 34:
Characters who employ spells are assumed to acquire books containing the spells they can use, one book for each level.
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Post by talysman on Jul 3, 2012 23:02:48 GMT -6
My choices, which I answered in more detail on my blog in the comments:
(1) No free higher level spells, (2) I used to do the Greyhawk/AD&D thing 30 years ago, but not any more, (3) The 8 spells in M&M are my standard starting list, (4) All new spells must be found/researched.
I'm thinking of using a non-standard random assignment of 4 to 8 spells.
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Post by Morandir on Jul 3, 2012 23:36:16 GMT -6
I give out the first-level spells for free. After that you have to find books, either as treasure or by convincing more powerful MUs to let you copy spells. For copying I charge the same as to replace books, as listed on pg. 34.
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Post by waysoftheearth on Jul 3, 2012 23:40:54 GMT -6
I haven't actually used this yet, but I decided on this house rule a while ago... Magic-users begin play with as many spells as they have languages due to intelligence. Actual spells are determined randomly. Cleric starting spells are as per magic-users, but based on wisdom rather than intelligence. Of course a cleric won't be able to memorise any spells before 2nd level (but a generous ref might rule he can still cast 1st level spells from a written text). I like this because it's simple, it re-uses the existing "number of languages" chart, it adds a little something to high ability scores for magic-users/clerics, and it makes wisdom a more meaningful ability for clerics
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Post by Necropraxis on Jul 4, 2012 8:42:29 GMT -6
I give out the first-level spells for free. After that you have to find books, either as treasure or by convincing more powerful MUs to let you copy spells. For copying I charge the same as to replace books, as listed on pg. 34. Interesting. So, would you have PCs find "custom" spell books (that is, with a la carte determined spells) or would you have them find "the" book of second level spells? The second method is somewhat inflexible, but still might give the game a somewhat unique feel.
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Post by Necropraxis on Jul 4, 2012 8:44:51 GMT -6
I like this because it's simple, it re-uses the existing "number of languages" chart, it adds a little something to high ability scores for magic-users/clerics, and it makes wisdom a more meaningful ability for clerics I agree this is an elegant system, but in general I have been trying to deemphasize the mechanical impact of ability scores so that players don't feel like they need high scores to have a viable character.
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Post by makofan on Jul 4, 2012 9:05:25 GMT -6
I give them the 8 starting spells, then they have to purchase spell books from NPC MU's: 4000 gp for level 2, 8000 gp for level 3, etc
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Post by thorswulf on Jul 4, 2012 12:24:56 GMT -6
I like the idea of starting with the standard book od 1st level spells. Did any of you ever consider that to accquire other books/tomes/scrolls that the wizard attend a magical fair ala Jack Vance's Dying Earth stories? Here the high and mighty rub elbows with the low and grasping to accquire new magical spells, items, components and other mystical paraphenalia. It only happens but once a year in the stories but everybody attends like Turjan and Icconnu.
Allow me to stand a soapbox for a minute here. Consider that D&D is all about doing your own thing with your imagination. I don't think we make D&D magical enough sometimes. I don't mean throw away spells and magic items, but certainly there must be some failry easy access routes. After all, gold does open many a closed portal.... Not to mention that a high fantasy setting should be rife with magic in my opinion.
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Post by aldarron on Jul 4, 2012 13:01:46 GMT -6
I let the MU pick from the list at first level. After that, they have to find or buy or beg another MU for them, and then they must pass a holmes style "chance to know" roll to see if they can actually copy the spell into thier book. If it is not in their book, they can only cast it from a scroll some other MU made. They can only "memorize" the spells they have in their personal spell books.
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Post by Morandir on Jul 4, 2012 22:02:39 GMT -6
I give out the first-level spells for free. After that you have to find books, either as treasure or by convincing more powerful MUs to let you copy spells. For copying I charge the same as to replace books, as listed on pg. 34. Interesting. So, would you have PCs find "custom" spell books (that is, with a la carte determined spells) or would you have them find "the" book of second level spells? The second method is somewhat inflexible, but still might give the game a somewhat unique feel. I do custom spell books, usually just rolled at random when I'm stocking dungeon rooms. If it's an NPC mage I typically just pick spells I think are appropriate.
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Alex
Level 3 Conjurer
Posts: 92
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Post by Alex on Jul 5, 2012 9:03:10 GMT -6
I play in the Planet Eris campaign (Skull Mountain Megadungeon, Urchin Isles Megadungeon, and now Palace of the Vampire Queen). The "house rules" grant all 1st level magic-users and elves the full spellbook of 1st level spells (only minimally expanded from M&M).
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