Wednesday, September 11, 2019

At the Table: Those wacky players.

Ah, my wacky players. I pretty much play fast and free with spell casting characters. In the first session, I note which spells they like and then take that into concentration when planning combat.

Theoretically, AD&D magic users should have a limited number of spells. When I plan a combat session, I write down what I want the bad guys to have.

Sometimes, this goes to wanting a specific flavor and other times I fall on the side of "team evil" and use those spells to hose the player characters with significant casting issues. Darkness, light, and silence spells can inflict horrible effects on spell casters, so I am generally pretty careful with them.

What makes my players so wacky is, I can't help but notice that the first couple of sessions, they riff through the spell list and just pick one to cast. After a few levels and encounters, I have flat out caught players casting off a list when they had been picking and choosing among all of the spells a session before.

In every case, the limited choices are comprised of scrolls and spell books found as treasure. What the heck?

Ah, dang. The players go from winging it at low levels to wanting a specific effect or flavor when playing more advanced, knowledgeable characters.

Should I hand out XP for quietly imposing limitations on one's self? I just might. What about you? Let me know in the comments below.

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