Lawleepawpz
2017-03-20, 10:59 AM
Hey guys, so I'm heading in to my first time DM'ing 5th edition but I've several years of experience DM'ing 3.5 and various other systems. I was curious what I should watch out for if I banned spells and used them instead as quest rewards.
I'm wanting to run a low magic game, with most of it being Paladin-grade Divine spells. To let my players still accomplish what they want without having full-blown wizards and such, I'd like to give them the option to quest for magical tomes to learn spells. This would function as a 1/day-ish (perhaps 1/encounter, depending on the spells, or a recharge 5-6) ability they can then use.
The in-game explanation would likely be that the last great wizard and his apprentices died, and now only those who can find magical tomes actually perform magic. Alongside this, you'd need a blessing from the god of the setting (I'm planning it to be monotheistic) to do any more than Paladin-grade spells.
The main plan is that exceptional Paladins are actually taught how to do magic (probably a few levels after the normal place to begin, so it's just being delayed)
I may not have explained it too well because my thoughts are really scattered and I'm trying to get this done semi-quickly. So:
tl;dr: How can I use spells as quest rewards in the form of abilities without screwing up expected game balance?
I'm wanting to run a low magic game, with most of it being Paladin-grade Divine spells. To let my players still accomplish what they want without having full-blown wizards and such, I'd like to give them the option to quest for magical tomes to learn spells. This would function as a 1/day-ish (perhaps 1/encounter, depending on the spells, or a recharge 5-6) ability they can then use.
The in-game explanation would likely be that the last great wizard and his apprentices died, and now only those who can find magical tomes actually perform magic. Alongside this, you'd need a blessing from the god of the setting (I'm planning it to be monotheistic) to do any more than Paladin-grade spells.
The main plan is that exceptional Paladins are actually taught how to do magic (probably a few levels after the normal place to begin, so it's just being delayed)
I may not have explained it too well because my thoughts are really scattered and I'm trying to get this done semi-quickly. So:
tl;dr: How can I use spells as quest rewards in the form of abilities without screwing up expected game balance?