For this particular feature I think we have to thank the people who think that each class should work with a very different rule-set, to make each class unique.
There's a good reason for this. Which is pretty obvious if you try playing a campaign with a cleric with limited spellcasting (done it in 3e, with a spontaneous caster cleric).Why do we still have this nonsense that divine casters automatically know ALL possible spells (but ironically, not cantrips, the smallest ones)?
There's a good reason for this. Which is pretty obvious if you try playing a campaign with a cleric with limited spellcasting (done it in 3e, with a spontaneous caster cleric).
The problem is everyone takes the useful offensive spells (like the wizard) occasionally getting some combat utility. They may grab the occasional heal or other handy power (restoration). But they're unlikely to grab remove poison, cure disease, cure blindness, death ward, and a wide assortment of very situational spells. You're going to go for the always-useful rather than the might-be useful.
Which means, save or suck become save or die. Suddenly the blind or petrified character is just gone, albeit still kinda around. Because no one can remove the blindness.
Clerics just knowing all their spells prevents this. Because those spells are always available.
So, the trick going forward, is remembering clerics get all their spells and making sure new spells really belong, or limiting them to domain options. Or making secondary spells require special knowledge to unlock.
Jester Canuck said:But they're unlikely to grab remove poison, cure disease, cure blindness, death ward, and a wide assortment of very situational spells.
There's a good reason for this. Which is pretty obvious if you try playing a campaign with a cleric with limited spellcasting (done it in 3e, with a spontaneous caster cleric).
The problem is everyone takes the useful offensive spells (like the wizard) occasionally getting some combat utility. They may grab the occasional heal or other handy power (restoration). But they're unlikely to grab remove poison, cure disease, cure blindness, death ward, and a wide assortment of very situational spells. You're going to go for the always-useful rather than the might-be useful.
Which means, save or suck become save or die. Suddenly the blind or petrified character is just gone, albeit still kinda around. Because no one can remove the blindness.
Clerics just knowing all their spells prevents this. Because those spells are always available.
So, the trick going forward, is remembering clerics get all their spells and making sure new spells really belong, or limiting them to domain options. Or making secondary spells require special knowledge to unlock.
Which still require knowing the spell in 5e.PS:
"Rituals."
New spells from splatbooks should be optional or require training / learning (special prayers) with the exception for needed holes.Yes it is a good reason, but it has bad consequences.
Now that you have all those things covered anyway, you're just going to ignore them, and in the meantime you can prepare lots of buffs and offensive spells. Should the fighter get petrified, he can wait until tomorrow for the cleric to restore him, in the meantime the cleric can be nearly as good as a wizard (or better, with the appropriate splatbooks).
At the very least, there should be a written rule saying you have to swap out some known spells if you want to add more from the splatbooks. But still so many spells are too much for beginners.
If the purpose is healing friends from special afflictions, then the problem is in those spells being individually too restrictive i.e. too infrequently useful... if they would incorporate e.g. remove disease with blindness/deafness and poison, that would be already a spell worth learning in place of something else. Or maybe have "remove curse" have a chance to dispel other things...
Which still require knowing the spell in 5e.