Dungeon Master for Dummies (ISBN by 0471783307)

Dungeon Master for Dummies (ISBN by 0471783307)

Author:0471783307)
Language: eng
Format: mobi
Tags: &NEW
Published: 2011-07-01T01:27:37+00:00


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172 Part II: Advanced Dungeon Mastering

The biggest challenge of introducing a new spell is that each new spell you add to your game adds to the number of options that must be considered when a player running a spellcasting character chooses spells. This isn’t so bad for the sorcerer, who makes decisions about which spells to learn only when he or she gains a level, but for the cleric or wizard it’s adding to a significant preparation burden. Choosing from a list of 50 1st-level spells requires more player commitment and discernment than choosing from a list half that size.

That said, new spells are definitely cool. Players who have become familiar with the Player’s Handbook will almost always find a spell slot or two for interesting new spells. And, should a new spell prove to be detrimental to your game, it’s easier to remove something from a character’s spell list than it is to take back a prestige class level or rework a set of feat choices.

Character classes and races

Just like feats, prestige classes, and spells, new character classes and races are primarily player options. These options tend to sit at the slow end of the

“speed of introduction” scale. You aren’t likely to see much use of new character races unless a new player joins your group or an old player gets his or her character killed and decides to try something else. By far the best opportunity to introduce a new character race is when the players are first making up their characters for a brand-new game.

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Chapter 12: Growing Your Game

173

New classes are theoretically easier to introduce during a continuing campaign because any character might choose to add a new class the next time he or she gains a level (called multiclassing), but in practice few classes are instantly attractive to characters who are already well along the road of their original class. This is especially true of spellcasters — a wizard is not likely to give up the next level of spellcasting progression in order to become a 1st-level anything.

Additional character classes and races do provide a staggering wealth of new options for adventuresome players to try out. Consider this example: Say you decide to add the scout character class from Complete Adventurer to your game. You haven’t added just one new character type — you’ve added dozens, because the existence of the scout invites an experienced player to try building a human scout, a half-orc scout, an elf scout, a dwarf scout, a scout who maximizes stealth skills, a scout who uses the Spring Attack feat tree, and so on.

Cap systems

The term cap system refers to a whole rules set that adds a new dimension to the game, such as a new system of magic or style of play. Most cap systems include new character-building options, such as races, classes, or feats; new spells or powers; and monsters and adventure material that make use of the new rules.



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