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Seriously. Why *do* Clerics get to wear armour?
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<blockquote data-quote="Tuzenbach" data-source="post: 1382634" data-attributes="member: 16155"><p>Amen to that!</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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".</p><p></p><p>Also, the following restrictions will apply to the "Arcane Armour" feat:</p><p>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.</p><p>2. The same thing can be said for medium armour, though the penalty is 3%.</p><p>3. As above with heavy armour, but the penalty is 5%.</p><p></p><p>The above restrictions do not hamper the Cleric, again, do to "Divine Intervention" or grace or whatever.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="Tuzenbach, post: 1382634, member: 16155"] 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! [/QUOTE]
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Seriously. Why *do* Clerics get to wear armour?
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