so my friend is dm and im going to join in as a spell caster (btw im the only only spell caster) and they are thinking of making spell casting harder in the campaign linked to the story plot. and well i would like to hear some opinion if its not stupid in my option it is but what do you think?
The DM is the arbiter of the game and they can add, change, or remove rules at their prerogative. So long as they are upfront with their players when they are choosing to deviate from the published rules then they aren't doing anything obviously wrong.
I would be extremely cautious about modifying a core system like spellcasting, but it is hard to say what problems might arise without knowing exactly what they are changing.
To an extent I agree with Fangeye. But it really depends on what you mean by making spell casting harder. The DM is within their rights to make changes. But if the changes will ruin your fun playing a spellcaster then you should talk to them about it. Or abandon the class if the changes are too onerous.
Find out exactly what his new rules are and which spells or spellcasting classes it effects. maybe it's not that bad or you can get around them. Let us know what the DM came up with, I'm curious. Also, you don't need to play with a DM that unbalances the game or if making decisions that will make things less fun for you. There are a lot of DMs out there.
If a GM told me 'I'm going to gimp your class' - I wouldn't even hesitate for any measurable time before answering that I'd be playing something else ... or the same, but with someone else.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Yeah, I'd have to see what, exactly, is different about the way your DM is running magic to really offer an opinion. You mentioned that it's more linked to the story, so if it's something where the mechanical function of magic is the same, but in-universe magic is illegal or otherwise strictly controlled that could be an interesting game to play in. I've had a few times in game where the players went to a location that didn't allow magic and it was fun to get creative about how to keep it hidden whenever we needed magic to solve a problem, but also led to a few moments where we could have used magic to get through a situation and chose not to in order to avoid trouble in the particular city we were in at the time. If that's the case, i think it could still be fun to be a magic user even if it's kind of a pain in the butt. However, if they're changing the mechanics of magic... like if every spell requires multiple turns to cast or something like that, I'd be more hesitant.
Alternatively, actually sticking hard and fast to RAW is also something you rarely see. As in... tracking the material component of spells diligently, only using spells to function exactly as written, and using the bonus action spell/cantrip limitation. Even just disallowing players from "secretly" casting spells in the middle of a room with no one noticing could be a huge change for some tables, since a lot of the nitty gritty details of spellcasting are often ignored, either on purpose or just from people not fully understanding the mechanics.
I would suggest rolling a d20 to cast a spell vs a CR of X+spell level, X being decided by the DM, perhaps adding your proficiency and/or stat. But getting something good on a nat 20,
so my friend is dm and im going to join in as a spell caster (btw im the only only spell caster) and they are thinking of making spell casting harder in the campaign linked to the story plot. and well i would like to hear some opinion if its not stupid in my option it is but what do you think?
The DM is the arbiter of the game and they can add, change, or remove rules at their prerogative. So long as they are upfront with their players when they are choosing to deviate from the published rules then they aren't doing anything obviously wrong.
I would be extremely cautious about modifying a core system like spellcasting, but it is hard to say what problems might arise without knowing exactly what they are changing.
To an extent I agree with Fangeye. But it really depends on what you mean by making spell casting harder. The DM is within their rights to make changes. But if the changes will ruin your fun playing a spellcaster then you should talk to them about it. Or abandon the class if the changes are too onerous.
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Find out exactly what his new rules are and which spells or spellcasting classes it effects. maybe it's not that bad or you can get around them. Let us know what the DM came up with, I'm curious. Also, you don't need to play with a DM that unbalances the game or if making decisions that will make things less fun for you. There are a lot of DMs out there.
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If a GM told me 'I'm going to gimp your class' - I wouldn't even hesitate for any measurable time before answering that I'd be playing something else ... or the same, but with someone else.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Yeah, I'd have to see what, exactly, is different about the way your DM is running magic to really offer an opinion. You mentioned that it's more linked to the story, so if it's something where the mechanical function of magic is the same, but in-universe magic is illegal or otherwise strictly controlled that could be an interesting game to play in. I've had a few times in game where the players went to a location that didn't allow magic and it was fun to get creative about how to keep it hidden whenever we needed magic to solve a problem, but also led to a few moments where we could have used magic to get through a situation and chose not to in order to avoid trouble in the particular city we were in at the time. If that's the case, i think it could still be fun to be a magic user even if it's kind of a pain in the butt. However, if they're changing the mechanics of magic... like if every spell requires multiple turns to cast or something like that, I'd be more hesitant.
Alternatively, actually sticking hard and fast to RAW is also something you rarely see. As in... tracking the material component of spells diligently, only using spells to function exactly as written, and using the bonus action spell/cantrip limitation. Even just disallowing players from "secretly" casting spells in the middle of a room with no one noticing could be a huge change for some tables, since a lot of the nitty gritty details of spellcasting are often ignored, either on purpose or just from people not fully understanding the mechanics.
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I would suggest rolling a d20 to cast a spell vs a CR of X+spell level, X being decided by the DM, perhaps adding your proficiency and/or stat. But getting something good on a nat 20,
Sounds like it could be a cool idea but likely won’t be.
get back to us when they leave casters unchecked but gimp the extra attack feature for story reasons.