LordAO said:
I dislike the fact that Clerics get to wear armor and Wizards/Sorcerers don't. And I would certainly not boost their already insane spellcasting ability as compensation for taking it away.
But just to show the stupidity in Arcane Spell Failure, let me bring a few things to your attention.
Arcane Spell Failure supposedly exists because "The armor restricts the complicated gestures that they must make while castign any spell that has a somatic component." PHB v3.5 p. 56
Hmm, ok. "Complicated" as pointing at someone? "Complicated" as using sign language? I mean, seriously, people. How "complicated" can it be? What are these Wizards doing to cast spells? Cartwheels? Contorting their body in horrific ways that make the Kama Sutra look easy (shudder)? On the contrary, most of the time it has to do with gestures about as complex as sign language and giving someone the finger.
"A somatic component is a measured and precise movement of the hand." PHB v3.5, p. 174
Okay. So how does armor interfere with this? Really, I find it hard to imagine how wearing chainmail prevents you from properly performing such a gesture. If it inhibited your ability to use your arms and hands that much, how do people perform complex sword maneuvers and whirlwind attacks in armor?
And what's more interesting is that this only applies to arcane spellcasters. Forgive me, but don't divine spells with somatic components not also use such "precise movements of the hand?" That quote from above desacribes the somatic components of ALL spells, not just arcane spells.
And there is also only one spellcraft skill. A spell is identified by its components. This means that a spell has the same components no matter who uses it. A cleric performing a spell uses the exact same components (save possibly a divine focus) as a Wizard casting the same spell.
So, if a Cleric spell has just as "complicated" of gestures as an arcane spell, then why do users of arcane magic suffer from arcane spell failure from armor and not divine casters?
The answer is simple. It in actuality has absolutely nothing to do with the "restricted moevemnts" of the armor (or whatever other excuse they have come up with in the past). The designers of D&D have a strict mental image of a Wizard as a robed, staff carrying, pointy hat wearing, book worm (remind you of anyone?). This absurd rule is merely there to enforce that stereotype.
It's funny, I never thought of preists going around weilding a mace and wearing plate mail either. A holy knight (A Paladin) who fights for his church? Sure. But not an actual priest! I always see them wearing robes and maybe some incense. Being a student of history, I can tell you that from Christianity to Buddhism to ancient Egyptians, this has almost always been the case.
And what is so wrong with a Wizard wearing armor anyway? I've seen plenty of fantasy games, novels, etc where there are armored Wizards and it's just fine. And don't give me the "It would be unbalanced if Wizards could wear armor" speech. The Cleric gets more spells per day than the Wizard (plus domain spells, plus domain poowers, plus turning undead), yet he can wear any armor he wants. He has two good saving throws, D8 HPs per level, the second best attack bonus, and is every bit as powerful a spellcaster as a Wizard. If there is a balance problem, it is with the Cleric, not the Wizard. And even in the Lord of the Rings (upon which D&D was copied, err I mean inspired), the mighty Wizard Gandalf weilded a Sword with the best of them.
So Wizards don't train much with weapons or armor? Fine. Don't give them those proficiencies then. That makes sense to me. But if a Wizard is willing to get such training (by taking the proper feats or multiclassing), why not let him wear armor and cast spells? His Hps and attack bonus are still abysmal. It's not like you'll see any Wizards making successful tanks. If anything, he went to all that trouble just so he won't have to cast Mage Armor on himself all day.
Well, at lest we can take comfort in the fact that progress is being made. In 2nd edition Wizards couldn't cast spells in armor at all. At least now they can wear it (they just get heavily penalized for doing so). But, if it were my game (which it is not) I would either make it fair and have spell failure apply to ALL spellcasters, or I would simply get rid of a tired, obsolite, and asinine rule.
And that's my two cents.
Amen to that!
I've been mentally constructing some variant rules for ALL spellcasters regarding armour. Nothing's carved in stone, but at this point I'm thinking that both arcane spells AND divine spells are affected the same regarding armour. However, the ways around this are the "Arcane Armour" feat, and the "Divine Armour" feat.
Basically (and I really should be posting all of this in the House Rules forum, but oh well), when a Cleric selects the "Divine Armour" feat, for every level he has he gains a 2% reduction to the penalty for casting spells in armour. Thus, at 10th level, a Cleric can wear Half Plate but instead of taking the 40% spell failure chance, it goes down to 20% (as his level is 10 and he gets a 2% penalty reduction per level, so 10 x 2% =20% ). I'm not too sure of the prereqs for the feat.
Once the Wizard selects the "Arcane Armour" feat, that gives him a 1% per level penalty reduction to spell failure rate while casting in armour. So, at 10th level, his chance of failure for casting in Half Plate becomes 30% instead of 40%. However, it goes to 20% at 20th level, and merely 10% at 30th level and so on.
The reason for the above discrepency is explained as "well, the Diety recognizes the Cleric's endeavor to spread his faith, so this aids in the penalty reduction" or some such nonsense (which actually makes sense). "However, there are no dieties sympathetic to the Wizard's cause to help him with his own armour familiarity needs".
Also, the following restrictions will apply to the "Arcane Armour" feat:
1. The penalty for casting spells while clad in light armour never falls below 1%. Basically, it doesn't matter if the Wizard is 100th level. If he's wearing padded armour or some such, there's always a 1% chance of failure.
2. The same thing can be said for medium armour, though the penalty is 3%.
3. As above with heavy armour, but the penalty is 5%.
The above restrictions do not hamper the Cleric, again, do to "Divine Intervention" or grace or whatever.
In regards to spell failure, I offer the following feat: "Salvage Spell". Basically, if this feat is taken, it allows a spellcaster to "salvage" a failed spell. Simply put, the spellcaster's round happened, the spell failed, but because this feat is possessed by the caster, he has the option to still use that spell later on. That is, it failed, but was not lost. The feat can be selected numerous times. The number of times this feat is taken equals the number of spells per day the spellcaster can salvage a failed spell.
Again, a lot of details to work out and don't ask me about the Druids, Sorcerers, Rangers, Bards, or Paladins. I've strained my brain enough today as it is!