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General Tabletop Discussion
*TTRPGs General
Divine sorcerer? - balance when changing spell lists
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<blockquote data-quote="Screamwhip" data-source="post: 2909624" data-attributes="member: 39187"><p>I think the major difference is that the Cleric list is designed with versatility in mind. Most of the various remedies a Divine caster is expected to be able to call on, as well as all of the differing levels of healing available, are represented by individual spells.</p><p></p><p>A Mystic, with the limited knowledge available to him, must either abandon the healer role, suffer with very limited capability in that regard, or spend most of his spells on it.</p><p></p><p>Plus, Divine magic is more situational that Arcane. It often provides curing, prtoection, and counters, whereas Arcane provides general adventuring utility and attacks. A Cleric is able to recast his role based on what adventuring environment he is in and an Arcane caster can be certain that his damage and utility spells will find some use. Without the ability to call up what spells are needed, the Mystic suffers with a burden of spells that are not always needed and a lack of needed spells to counter specific issues.</p><p></p><p>The Mystic in my group was often frustrated that the Divine spells so often were either only really good in one specific circumstance or to fulfill one specific need and found himself both envying our Clerics ability to change his selection of spells each day and our Sorcerer's raw power and general utility.</p><p></p><p>If you have a very strong character concept, the Mystic can easily give a nice focussed set of abilities, but he will be lacking in capability to carry out the full dungeon role expected of a Cleric.</p><p></p><p>My recommendation is to give the Mystic spontaneous casting of healing spells like the Cleric has. That way, the Mystic can fill at least the healing role of the Cleric without commiting so much of his limited spells know to it. This fix worked well for my group.</p></blockquote><p></p>
[QUOTE="Screamwhip, post: 2909624, member: 39187"] I think the major difference is that the Cleric list is designed with versatility in mind. Most of the various remedies a Divine caster is expected to be able to call on, as well as all of the differing levels of healing available, are represented by individual spells. A Mystic, with the limited knowledge available to him, must either abandon the healer role, suffer with very limited capability in that regard, or spend most of his spells on it. Plus, Divine magic is more situational that Arcane. It often provides curing, prtoection, and counters, whereas Arcane provides general adventuring utility and attacks. A Cleric is able to recast his role based on what adventuring environment he is in and an Arcane caster can be certain that his damage and utility spells will find some use. Without the ability to call up what spells are needed, the Mystic suffers with a burden of spells that are not always needed and a lack of needed spells to counter specific issues. The Mystic in my group was often frustrated that the Divine spells so often were either only really good in one specific circumstance or to fulfill one specific need and found himself both envying our Clerics ability to change his selection of spells each day and our Sorcerer's raw power and general utility. If you have a very strong character concept, the Mystic can easily give a nice focussed set of abilities, but he will be lacking in capability to carry out the full dungeon role expected of a Cleric. My recommendation is to give the Mystic spontaneous casting of healing spells like the Cleric has. That way, the Mystic can fill at least the healing role of the Cleric without commiting so much of his limited spells know to it. This fix worked well for my group. [/QUOTE]
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