So I have a player that is long time 3.5 player and wants to learn every spell possible and wants to create spells. I dont have an issue with the whole lets learn new stuff, but when they are trying to draw on other players stuff and skipping the whole find it, if feels just off. Any clues on ways to keep them entertained but at same time limit what they get and slow the process down some for them? What about creating of spells for 5e?
Beyond the free choice of spells at Lv up, learning more spells will require tracking them down, so of the remaining spells you are free to hand them out at your own pace and even then it will get very expensive to try and get every spell in the spell book. The occasional magic item that allows casting spells could be suitable too. Also if they are doing this for mechanical advantage then you should probably draw attention to the small number of prepared spells limiting the value of getting all of the non-riitual spells.
If you mean creating spells at a player level, I would say they are free to make up whatever effects they like, but you determine all the numerical values like spell level, duration, damage, etc and also reserve the right to further modify or outright reject the more outlandish spells. For making spells at a character level then it will cost gold and time in a similar way to crafting magic items, possibly with more risk of mishaps...
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So I have a player that is long time 3.5 player and wants to learn every spell possible and wants to create spells. I dont have an issue with the whole lets learn new stuff, but when they are trying to draw on other players stuff and skipping the whole find it, if feels just off. Any clues on ways to keep them entertained but at same time limit what they get and slow the process down some for them? What about creating of spells for 5e?
Beyond the free choice of spells at Lv up, learning more spells will require tracking them down, so of the remaining spells you are free to hand them out at your own pace and even then it will get very expensive to try and get every spell in the spell book. The occasional magic item that allows casting spells could be suitable too. Also if they are doing this for mechanical advantage then you should probably draw attention to the small number of prepared spells limiting the value of getting all of the non-riitual spells.
If you mean creating spells at a player level, I would say they are free to make up whatever effects they like, but you determine all the numerical values like spell level, duration, damage, etc and also reserve the right to further modify or outright reject the more outlandish spells. For making spells at a character level then it will cost gold and time in a similar way to crafting magic items, possibly with more risk of mishaps...