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Possible alternate cleric spellcasting
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<blockquote data-quote="Rybaer" data-source="post: 255802" data-attributes="member: 118"><p>Okay, couple clarifications...</p><p></p><p>First, the role-playing aspect of making the prayers for spells would be completely optional. As a DM, I'm often discouraged at how often the player of a cleric tends to forget just where their powers are coming from and what they're supposed to be using them from. I think this would just be a helpful way to encourage good and entertaining role-play.</p><p></p><p>Second, the DM right to refuse was intended to only be in extreme circumstances. An example being a cleric of the deity of Healing trying to ask for the ability to animate corpses to fight on her behalf. Probably not going to fly with the deity. In essence, not much different than the DM adjudicating when a paladin has violated his code and must seek atonement...only a bit less severe in this case - the prayer is merely ignored.</p><p></p><p>My biggest concern with this remains the higher level spells. At low levels, I think the cleric may actually be at a bit of a disadvantage under this system, losing out on a few extra spell slots that could be used for critical healing spells. Flexibility in high level spells could be overbalancing. I suppose this could be deflected a bit by a modified spell progression at higher levels, or even delay access to each spell level by one class level (like a sorcerer). Playtest would probably be the only way to tell for certain.</p><p></p><p></p><p>Eternalknight - I looked over the material you suggested and, while I like some of the ideas in there, I think it's too bold a departure from the core rules to have any idea how it'd balance mechanically. Have you tried using this in play?</p><p></p><p></p><p>One other, lesser, house rule I'd considered would be to allow clerics to spontaneously swap any of thier domain spells for an equal level spell-slot, just as they currently can for Cure and Inflict spells. A bit more in fitting with each particular deity's sphere of influence.</p><p></p><p>Thanks for the feedback.</p></blockquote><p></p>
[QUOTE="Rybaer, post: 255802, member: 118"] Okay, couple clarifications... First, the role-playing aspect of making the prayers for spells would be completely optional. As a DM, I'm often discouraged at how often the player of a cleric tends to forget just where their powers are coming from and what they're supposed to be using them from. I think this would just be a helpful way to encourage good and entertaining role-play. Second, the DM right to refuse was intended to only be in extreme circumstances. An example being a cleric of the deity of Healing trying to ask for the ability to animate corpses to fight on her behalf. Probably not going to fly with the deity. In essence, not much different than the DM adjudicating when a paladin has violated his code and must seek atonement...only a bit less severe in this case - the prayer is merely ignored. My biggest concern with this remains the higher level spells. At low levels, I think the cleric may actually be at a bit of a disadvantage under this system, losing out on a few extra spell slots that could be used for critical healing spells. Flexibility in high level spells could be overbalancing. I suppose this could be deflected a bit by a modified spell progression at higher levels, or even delay access to each spell level by one class level (like a sorcerer). Playtest would probably be the only way to tell for certain. Eternalknight - I looked over the material you suggested and, while I like some of the ideas in there, I think it's too bold a departure from the core rules to have any idea how it'd balance mechanically. Have you tried using this in play? One other, lesser, house rule I'd considered would be to allow clerics to spontaneously swap any of thier domain spells for an equal level spell-slot, just as they currently can for Cure and Inflict spells. A bit more in fitting with each particular deity's sphere of influence. Thanks for the feedback. [/QUOTE]
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