In my campaign I've implemented the rules in Unearthed Arcana for spontaneous divine spellcasting. Clerics now have a limited repetoire of spells like a sorcerer, but they automatically add their two domain spells to their list of spells known. I think it works quite well. Well enough to recommend it.
For one thing, it makes a character's choice of domain much more important, hearkening back to the days of 2e when clerics were distinguished from one another by their selection of spheres. For instance, if your cleric has the Travel domain, you won't just be a guy who can cast fly or D-door once per day but is otherwise just anotehr vanilla-flavored priest; you will de a divine movement specialist. My group has found that some domains have become much more appealing, such as plant and animal.
My primary motive in using these optional rules, however, was to keep every cleric from having every curative spell of his current level at his disposal. In the campaign where I curently play an 11th-level cleric, I generally memorize combat spells at the onset of a mission (divine favor, divine power, righteous might, etc.) and then if anyone winds up afflicted by a curse, disease, polymorph, blindness, ability damage, or so forth, then I just make a point of praying for the appropriate spell when necessary. This practice has made the prospect of facing certain monsters a lot less daunting than the DM intended them to be, and I didn't want to fall into that trap. Now if someone catches a disease, they may actually have to tough it out, and the Heal skill may even come into play (a lot of people in my group had forgotten there even was a Heal skill).
Is anyone else using these rules? If so, I'd enjoy hearing how your impressions compare to mine.
For one thing, it makes a character's choice of domain much more important, hearkening back to the days of 2e when clerics were distinguished from one another by their selection of spheres. For instance, if your cleric has the Travel domain, you won't just be a guy who can cast fly or D-door once per day but is otherwise just anotehr vanilla-flavored priest; you will de a divine movement specialist. My group has found that some domains have become much more appealing, such as plant and animal.
My primary motive in using these optional rules, however, was to keep every cleric from having every curative spell of his current level at his disposal. In the campaign where I curently play an 11th-level cleric, I generally memorize combat spells at the onset of a mission (divine favor, divine power, righteous might, etc.) and then if anyone winds up afflicted by a curse, disease, polymorph, blindness, ability damage, or so forth, then I just make a point of praying for the appropriate spell when necessary. This practice has made the prospect of facing certain monsters a lot less daunting than the DM intended them to be, and I didn't want to fall into that trap. Now if someone catches a disease, they may actually have to tough it out, and the Heal skill may even come into play (a lot of people in my group had forgotten there even was a Heal skill).
Is anyone else using these rules? If so, I'd enjoy hearing how your impressions compare to mine.
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