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General Tabletop Discussion
*Pathfinder & Starfinder
goodbye clerics... and paladins
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<blockquote data-quote="Saeviomagy" data-source="post: 732034" data-attributes="member: 5890"><p>I think that probably the best way to handle it would be to just add (some of them anyway - just dump divine power for instance) the cleric spells to the wizard and sorceror list.</p><p></p><p>Will this result in a significant increase in the power of wizards? Yes, but only if your wizards routinely know every spell of every level they have access to. In my experience, the average wizard tends not to go far beyond the free spells he gets from levelling up - He'll tend to buy one or two extra spells at each level, and that's it. This'll just cause him to have a couple more. He's still limited in his use of them by his slots per day.</p><p></p><p>It'll let him utilise some of the divine magic items, which will tend to benefit the party rather than the mage himself.</p><p></p><p>It'll reduce the lameness of trying to be a 'master of magic' by multiclassing wizard and cleric.</p><p></p><p>It'll destroy all the arguments that "clerics are overpowered". If you want a traditional fight-and-magic cleric, you can multiclass with fighter. I'd suggest that if you want this to be possible, that you remove the S component from divine spells (then you don't have to justify the 'no failure from armour' rule which divine magic currently benefits from) - all you have to do is pray out loud, no complicated gestures etc. Spectacles, T, Wallet and Watch isn't exactly difficult...</p><p></p><p>The source of the magic becomes purely a matter of flavour - people already play sorcerors or wizards who claim their power is divinely granted. Why should their abilities be so different from those who are clerics?</p><p></p><p>The only real disadvantage I can see is that, in the minds of some, it'll detract from the bard - he'll no longer be the only arcane caster who can also heal.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 732034, member: 5890"] I think that probably the best way to handle it would be to just add (some of them anyway - just dump divine power for instance) the cleric spells to the wizard and sorceror list. Will this result in a significant increase in the power of wizards? Yes, but only if your wizards routinely know every spell of every level they have access to. In my experience, the average wizard tends not to go far beyond the free spells he gets from levelling up - He'll tend to buy one or two extra spells at each level, and that's it. This'll just cause him to have a couple more. He's still limited in his use of them by his slots per day. It'll let him utilise some of the divine magic items, which will tend to benefit the party rather than the mage himself. It'll reduce the lameness of trying to be a 'master of magic' by multiclassing wizard and cleric. It'll destroy all the arguments that "clerics are overpowered". If you want a traditional fight-and-magic cleric, you can multiclass with fighter. I'd suggest that if you want this to be possible, that you remove the S component from divine spells (then you don't have to justify the 'no failure from armour' rule which divine magic currently benefits from) - all you have to do is pray out loud, no complicated gestures etc. Spectacles, T, Wallet and Watch isn't exactly difficult... The source of the magic becomes purely a matter of flavour - people already play sorcerors or wizards who claim their power is divinely granted. Why should their abilities be so different from those who are clerics? The only real disadvantage I can see is that, in the minds of some, it'll detract from the bard - he'll no longer be the only arcane caster who can also heal. [/QUOTE]
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goodbye clerics... and paladins
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