Specialization of specific spells

By Spivo, in WFRP House Rules

One of my players asked if he could spend xp on specializing in a specific spell, and get a yellow die to casting that one spell.

Yellow dice are potent, but on the other hand it's 1 xp, for one spell.

So I was considering saying, that each rank you have above a given spell, allowed you to spend 1 xp to get a yellow die to that spell.

So a rank 3 wizard could spend 2 xp on rank 1 spells, 1 xp on rank 2, and none on rank 3 spells.

Sounds pretty harmless that way, right?

Also considering allowing these xp to be spend on:

- Lowering recharge timer

- Raising base damage

- Increasing range/area

But these would likely be a nightmare to keep track of, and also risk wizards becoming "one-trick ponies", casting the same spell over and over.

This is an interesting thought and I could see a lot going into the specifics of "specializations." Limitation would definitely be important, but I would consider something like the Enhancement cards to martial actions. There is already precedence for this sort of advancement (as in an action card that is used in conjunction with another action).

You might have a few "generic" Enhancement actions and maybe one action specific to each school. Here are a couple examples off the top of my head (NOTE, these are off the top of my head, I don't have rules in front of me, but you get the idea).

Quick Casting (Generic)

Recharge 5

-[Fortune]: Remove one recharge token from the enhanced action.

-[Characteristic]: Remove one recharge token from the enhanced action.

-[Expertise]: Remove one recharge token from the enhanced action. If you already gave up [F] and [C], remove one recharge token from this action.

Expanding Fire (Bright)

Recharge 5

-[Fortune]: +1 damage.

-[Characteristic]: You may target one additional creature with the enhanced power within close range of any other target.

-[Expertise]: The enhanced power becomes a blast. If it was already a blast, expand the range by 1 range increment (engaged to close; close to medium; etc.).

you are free to house rule whatever you want, but specialisation of a skill simply adds a fortune dice. wouldn't specialisation in a specific spell simply be part of specialising in channeling?

Spivo said:

... and also risk wizards becoming "one-trick ponies", casting the same spell over and over.

That's the risk I see when giving a player a yellow die for a specialization. If I played a wizard and could specialize specific spells and get a yellow die when casting them I'd probably only use my specialized spells since they would be way more successful/powerful.

And I can see the following question arise among the other players: "Can I specialize in this action and get a yellow die for it?" As spells are basically just actions it would make sense to let all players specialize in any action they wish and give them the same bonus. I think that would make the player focus more on a fewer actions and using them all the time instead of using a wider range of acitons and I for one do not like that.

I allow my players to get specializations in specific actions (including spells/blessings) but they are only awarded the normal white die for it.

I'd say no. It will just lead to min/maxing and less diversity. One spell to rule them all.