Since there has been a lot of discussion on here regarding the Spell Versatility from the latest Unearthed Arcana, I have an idea of how it could be watered down somewhat for those who dislike the feature. Spell Versatility would function largely the same as it currently does, but with one exception. After it has been used once, it cannot be used again until the player either levels up OR with the DM's permission, which would typically be granted after the party completes some story objective that the DM feels warrants the spellcaster being allowed to switch out their list. Furthermore, when the DM gives the spellcaster permission to use Spell Versatility again, they need not use it right away.
I realize that this would make Spell Versatility heavily dependent on the DM's discretion, but this particular Unearthed Arcana emphasizes that these are optional rules, already subject to discretion.
The variant rules, if they were official, were already supposed to be allowed to be picked and chosen by the DM. Spell versatility is not that bad. As a sorcerer, you should only be switching out spells that you have found do not really work in the campaign you are doing, or are weaker than you would like (stuff like charm person in a campaign that is just a rush of enemies where you do not get the opportunity to really use it, or water breathing in a non water focused campaign)
I know. This was aimed at the people who think Spell Versatility makes known casters (the Sorcerer especially) too strong by offering them a compromise. My DM (and most DMs, I would assume) has said that if he gives us players permission to do something with our characters, he becomes very hesitant to backtrack. This way, DMs who are wary of Spell Versatility (and based on the UA thread, a lot of people are, including myself at first) can allow their players one spell switch per level, and if that doesn't threaten to make the Sorcerer too powerful, they can ease into allowing Spell Versatility as written. Alternatively, if they still don't like the feature, the effects it has on their campaign will be reduced.
Since there has been a lot of discussion on here regarding the Spell Versatility from the latest Unearthed Arcana, I have an idea of how it could be watered down somewhat for those who dislike the feature. Spell Versatility would function largely the same as it currently does, but with one exception. After it has been used once, it cannot be used again until the player either levels up OR with the DM's permission, which would typically be granted after the party completes some story objective that the DM feels warrants the spellcaster being allowed to switch out their list. Furthermore, when the DM gives the spellcaster permission to use Spell Versatility again, they need not use it right away.
I realize that this would make Spell Versatility heavily dependent on the DM's discretion, but this particular Unearthed Arcana emphasizes that these are optional rules, already subject to discretion.
The variant rules, if they were official, were already supposed to be allowed to be picked and chosen by the DM. Spell versatility is not that bad. As a sorcerer, you should only be switching out spells that you have found do not really work in the campaign you are doing, or are weaker than you would like (stuff like charm person in a campaign that is just a rush of enemies where you do not get the opportunity to really use it, or water breathing in a non water focused campaign)
I know. This was aimed at the people who think Spell Versatility makes known casters (the Sorcerer especially) too strong by offering them a compromise. My DM (and most DMs, I would assume) has said that if he gives us players permission to do something with our characters, he becomes very hesitant to backtrack. This way, DMs who are wary of Spell Versatility (and based on the UA thread, a lot of people are, including myself at first) can allow their players one spell switch per level, and if that doesn't threaten to make the Sorcerer too powerful, they can ease into allowing Spell Versatility as written. Alternatively, if they still don't like the feature, the effects it has on their campaign will be reduced.
If they think spell versatility makes known casters too strong then they would not have it.
It already can’t be used without the DM’s permission, so I’m not sure what this change would accomplish.