[RPG] How to prevent analysis paralysis when choosing spells

dnd-5espells

Recently I played a game of D&D 5th Edition. While we liked the simplicity and made characters quickly, there was one big bottleneck: the Wizard (and to a lesser extent, the Cleric) kept having analysis paralysis over the spell choices!

Most of my players were more familiar with 4th Edition in which a Wizard or Cleric had only a handful of spells to choose at first level (without supplement books). We really didn't have analysis paralysis because it was generally "here's four powers, pick one of them". We've also played some systems with moderately more complicated spell systems (e.g. Savage Worlds), but didn't really have analysis paralysis there either.

However in D&D 5th Edition, there are many more spells (about a dozen cantrips and another dozen first level spells). It seems that we've come across analysis paralysis with spell selection pretty hard. This has exhibited itself in several ways:

  • After reading the dozen cantrips & dozen 1st level spells, picking which ones should be purchased as players were constantly waffling between each one. They kept wondering if they would regret not taking a certain spell because it would be expensive to purchase later.
  • Out of all those we purchased, picking which spells to prepare for the day. They kept wondering if they would regret it if they needed a spell if they came across a situation.

After about 15 minutes of waffling back and forth with their spell selection in what felt like a battle of wits with a Sicilian (to the annoyance of the Fighter and Rogue who had been ready to go for a while), we threatened to just make them randomly choose spells if they couldn't decide (they finally did pick, but kept feeling like they might have made the wrong choice).

The only difference I see between this system and others is the amount of spells, but perhaps there are other aspects too, like complexity of spells. At any rate, what can we do in the future? How can we prevent choosing spells from leading to analysis paralysis?

Best Answer

The solution is for the PCs to experiment with each of the spells to get a better feel for how useful they are during an actual game. Once your players have a chance to experiment a bit with the spells they have available to choose from, the task of deciding which ones are worth picking will be significantly easier. Also, as the DM, you may wish to reward good Intelligence or Wisdom checks made by the PCs during research activities by giving them suggestions as to which spells might prove useful over the course of the adventure. For example, if you're running the Lost Mine of Phandelver, you may wish to reward a player who spends time researching dragons that Green Dragons are masters of poison, so a Protection from Poison spell may be worth the Cleric's time to have prepared.

Because many of the 5th Edition mechanics and spell changes will likely be new for many players who did not participate in the playtest, the Adventurer's League Player's Guide also offers a nice solution to this problem. During levels 1-4 (the first major tier of gameplay) you can rebuild your character at the end of an episode or an adventure. This will allow you to try out low-level spell combinations without fear of being stuck with poor choices. Encourage low-level players to pick spells that sound cool and appear useful but not to fret over making bad choices because at the end of the session they can retcon their choices anyway.

It's worth mentioning that this should be significantly less of a problem for the Cleric, Druid, or Paladin because they each automatically have access to their entire class's spell list. If they wish to change the spells they have prepared, they can do so at the end of a long rest.

Lastly, note that some spells (those with the ritual tag) can be cast as rituals. This means the casting time is increased by 10 minutes (to prevent them from being used in combat), but the spell doesn't use up a spell slot. Bards can cast any ritual that they know. Clerics and Druids must prepare their rituals just like any other spell they plan to cast, but Wizards can use their spellbooks to avoid preparing rituals ahead of time. Warlocks who take Pact of the Tome have an invocation option which gives them the ability to learn every class's rituals in the same way as a Wizard. There is also a feat (Ritual Caster) which can grant ritual spellcasting to the other classes. This too will allow your players to try out more utility spells that may or may not be useful without making them sacrifice more pragmatic options like combat spells.