Here’s a question about spell availability (again) for folks who have run Freebooters. I was talking with one of the players in my campaign after our game last night who plays a magic user. His character is now 3rd level, and he has the capacity to memorize 4 spells at once, but still only has the basic 2 spells he started with. I put some spells he could learn in a couple of the dungeons they have explored so far, but I put them in the hardest parts of the dungeons and the PCs have decided to wait and tackle those areas later when they are more powerful. the player wasn’t unhappy, but felt a little left behind since he had this wasted capacity for his character. Any ideas? I’m tempted to make new spells a little more available to keep pace with his growing ability to use them, but I don’t want to overpower the MUs in the campaign over the other characters. he did get a minor magic item in the game (once he figures out what it does), so he’ll have another magical toy to play with, but I certainly sympathize with his desire to learn some actual new spells.
Here’s a question about spell availability (again) for folks who have run Freebooters. I was talking with one of…
Here’s a question about spell availability (again) for folks who have run Freebooters. I was talking with one of…
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Assume part of downtime/leveling is spent in research and let the MU pick one new spell every level.
There’s an actual advanced move for MUs to develop new spells, but it’s a very lengthy and expensive process (which I’m fine with). From previous comments, I think that Jason Lutes envisioned a Freebooters campaign as being relatively “spell rare”, but I’m just trying to work out a fair balance that will keep the MU players happy but not make their characters overshadow the other classes.
I see that as motivation to go after those unclaimed spells, but I certainly understand your player’s frustration. If adventures aren’t bringing him what he wants, perhaps he could scour the marketplace for spell scrolls that might be transcribed, or seeking out other wizards with whom he might exchange knowledge. They are a jealous lot, though.
Another option might be allowing him +1 Power per spell “slot” left unfilled.
I’ve been giving a bonus spell at level 2. That first level-up needs to be extra special.
PS: I also let my MUs re-roll until they get at least one cool offense spell at first level. This keeps them happier in the long run.