goodmangames wrote:
But if you want to experiment, go for it. DCC RPG is designed to be house-ruled.
Thanks for stating this. Lately there have been a number of posters who feel the need to constantly defend the game when someone suggests house-ruling. Perhaps adding a Tinkering Forum is in order?
goodmangames wrote:I haven't played wizards with "no limits" but I have played them with different amounts of spells. In DCC RPG a wizard can cast a spell an unlimited number of times if he rolls well on his spell checks. The limit of spells known effectively becomes a check on how powerful the wizard can be. More spells = wizard can keep casting "something else" every time he loses a spell.
Clearly DCC wizards would be too powerful if there was no limitation on how many spells they could "know" at one time. A wizard with 30+ known spells would be able to cast non-stop in this system. For what I can assume was for balance and ease-of-use reasons, the limit to their
known spells is also the limit to their
learnt spells.
In Vance (the passage you quoted even shows this) the wizards are capable of
learning as many spells as they can get their hands on. They are limited in that the may only choose to
know (hold in their mind) a handful of them at a time. If I remember correctly they could simply go back to their books for another spell once one was cast though, no great rest period was needed (unlike D&D). Is that why you are suggesting that if wizards are capable of
learning more spells, they could replace their
known spells as soon as they lose them (without resting for a day) and keep casting? In a sense I suppose that is true to Vance, though it ignores the ability of Vance's wizards to pick and choose which spells they will "know" from their collection.
Was the D&D limitation where a wizard may change their selection of "known" spells once a day tested (allowing them to "learn" more spells)? I suspect wizards become a lot more powerful and a bit more cumbersome.