GreatLemur
Explorer
I'm a fairly long-time D&D player, and priests that cast spells have always, always seemed like a weird idea, to me. The mechanics of it just don't feel anything like externally-powered miracles, to me.Felix said:Are you looking for different game mechanics, or an in-game explanation?
If it's in-game that you want, surely that's just a contrivance of flavor.
If it's game mechanics then there are multiple options for you. An easy one is the prepared/spontaneous divide. Another is striking Wizards, Sorcerers and Bards from the game, and replacing them with psions. The game mechanics are there to disassociate arcanists from divines.
So why have them function so similarly in the core rules? Simplicity, perhaps? It means only having to learn one set of game mechanics.
Is it possible to work the mechanics that there is no arcane/divine divide? Sure. Mongoose's Conan RPG does this, and the way they do it fits very well in the flavor of the Hyborian setting. Would it not feel alien in Greyhawk?
The mechanics exist to both make the classes distinct or make them identical. But simplicity suggests that while they may be different, arcane and divine magic should use the same system. And making them identical leaves out in the cold folks who have enjoyed Fighter/Thief/Cleric/Magic-User D&D for 30 years.
I realize that simplicity is vital--at least in the core--but I don't see why arcane magic and divine magic need to be any more like each other than either one is like combat or skills. Certainly, prepared vs. spontaneous casting is something of a worthwhile distinction--prepared casting is even weirder and more counterintuitive for divine types than arcanes--but I can't really see it as going quite far enough. Beyond the core books (and beyond D&D!), though, we've got a wide variety of alternate magic systems, so there are definitely much more mechanically-distinct options available.