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*Pathfinder & Starfinder
Clerics as Spontaneous Casters?
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<blockquote data-quote="Spatzimaus" data-source="post: 2633203" data-attributes="member: 3051"><p>And yet, this isn't that big of a problem, because a Cleric who took the Fire domain can really ONLY do that with Fire spells. The Wizard still has a huge edge in flexibility. It's a bigger problem when compared to Sorcerers, but they at least have a large edge in spells/day.</p><p>The flavor boost is HUGE. In 3E, a priest with the Fire domain would have only a small fraction of his spells be fire-based. With this change, he'd really FEEL like a link to a fire god.</p><p></p><p></p><p></p><p>This really hasn't been a problem for us. Think of it this way; how many of your current spells were you swapping for Cures? Half? Okay, now fill half your slots with Cures, and swap them for Domain spells if need be. Same end result, but it FEELS different. In core 3E, Clerics always felt a bit "off" to me, simply because I could fill up all my slots with useful spells, but just <em>knew</em> that most of them wouldn't last. Under this system, you just feel more flexible, even if there's no effective change for a healer.</p><p></p><p>Also, we altered the deities' domain lists a bit, sticking Healing on a few more of them, including a couple evil deities. And note that swapping for the Healing domain is far superior to the old Cure swapping, since you could now swap high-end stuff for <em>Heal</em>. So it's still a popular choice.</p><p></p><p>One thing is that if you want to keep the balance the same, you can't let them swap for ANY domain spell, just a selected one per spell level. Otherwise, PrCs that give extra domains, or the Extra Domain feat, become much, much stronger. Without this limit, a character with three domains is effectively like a Sorcerer who knows at least four spells per spell level; he fills all his level 1 slots with spell A, then can swap for B, C, and D as needed. This is just too much, IMO, which is why we did it the way we did. And really, it's worked well in practice. The player can customize which swap spells he uses for each day, mixing and matching his domains.</p><p></p><p>We added a "Domain Preparation" feat that lets you put domain spells in your normal slots. Since these spells were already possibilities for swapping, it's not nearly as strong as it would be in a core 3E setup, but it adds some nice flexibility. We also allow Domain spells to violate any alignment limitations (an evil Cleric can cast a spell with a [Good] modifier if it's part of his domain), which helps since we added the [Good] tag to <em>Heal</em> and an [Evil] tag to <em>Harm</em>, but removed the casting alignment issues from Druids entirely (so they can cast both <em>Heal</em> and <em>Harm</em>).</p><p></p><p></p><p></p><p>I'm not sure what the question is. How is this any different than what's already happening in the game? Some domains have better domain abilities, while others have better spells. Overall, it's still balanced, as long as you don't change the system to make domain spells much more or much less valuable.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2633203, member: 3051"] And yet, this isn't that big of a problem, because a Cleric who took the Fire domain can really ONLY do that with Fire spells. The Wizard still has a huge edge in flexibility. It's a bigger problem when compared to Sorcerers, but they at least have a large edge in spells/day. The flavor boost is HUGE. In 3E, a priest with the Fire domain would have only a small fraction of his spells be fire-based. With this change, he'd really FEEL like a link to a fire god. This really hasn't been a problem for us. Think of it this way; how many of your current spells were you swapping for Cures? Half? Okay, now fill half your slots with Cures, and swap them for Domain spells if need be. Same end result, but it FEELS different. In core 3E, Clerics always felt a bit "off" to me, simply because I could fill up all my slots with useful spells, but just [i]knew[/i] that most of them wouldn't last. Under this system, you just feel more flexible, even if there's no effective change for a healer. Also, we altered the deities' domain lists a bit, sticking Healing on a few more of them, including a couple evil deities. And note that swapping for the Healing domain is far superior to the old Cure swapping, since you could now swap high-end stuff for [i]Heal[/i]. So it's still a popular choice. One thing is that if you want to keep the balance the same, you can't let them swap for ANY domain spell, just a selected one per spell level. Otherwise, PrCs that give extra domains, or the Extra Domain feat, become much, much stronger. Without this limit, a character with three domains is effectively like a Sorcerer who knows at least four spells per spell level; he fills all his level 1 slots with spell A, then can swap for B, C, and D as needed. This is just too much, IMO, which is why we did it the way we did. And really, it's worked well in practice. The player can customize which swap spells he uses for each day, mixing and matching his domains. We added a "Domain Preparation" feat that lets you put domain spells in your normal slots. Since these spells were already possibilities for swapping, it's not nearly as strong as it would be in a core 3E setup, but it adds some nice flexibility. We also allow Domain spells to violate any alignment limitations (an evil Cleric can cast a spell with a [Good] modifier if it's part of his domain), which helps since we added the [Good] tag to [i]Heal[/i] and an [Evil] tag to [i]Harm[/i], but removed the casting alignment issues from Druids entirely (so they can cast both [i]Heal[/i] and [i]Harm[/i]). I'm not sure what the question is. How is this any different than what's already happening in the game? Some domains have better domain abilities, while others have better spells. Overall, it's still balanced, as long as you don't change the system to make domain spells much more or much less valuable. [/QUOTE]
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