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General Tabletop Discussion
*Dungeons & Dragons
Why are we still stuck with divine casters knowing all spells?
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<blockquote data-quote="kerleth" data-source="post: 6129781" data-attributes="member: 84383"><p>The cleric definitely needs some brake put on opening of a full spell list. Otherwise, his spellcasting is more versatile than the wizard's, who's schtick is knowledge of the secrets of magic. If you say that the cleric doesn't get "attacking" spells, then that's all well and good for the mace wielding party buffing cleric. But what about a cleric of the firelord, or destruction, or blah blah blah. The core game needs to be able to support those styles of character. So you put a few of those kinds of spells on the spell list. Now the cleric has access to almost every kind of spell. Well lets give him a spells known. Then people say "but he prayers for his spells, he doesn't have to KNOW any of them. That just doesn't seem right." It's a tricky situation.</p><p></p><p>My suggestion: Decouple basic healing, remove curse, etc, from the spell list. Put those into a Lay on Hands or Channeling Divine energy, or other ability. Then give the cleric a smaller spell list based on domain/sphere/deity. There can even be options for more exotic styles of healing (heal and buff, heal party and damage enemies, etc). Note that though there may not seem to be enough spells for that right now, this is just a playtest and more spells are undoubtedly coming. Not to mention that a cleric of, say the firelord, could pick up a couple of more wizardy blasty spells, and I think there is plenty of room for variation. Since any any individual cleric character will still have a limited spell list, this means that they won't be devalueing other spellcasting classes.</p><p></p><p>Either that or give other spellcasting classes special abilities independent of their spells. Perhaps the wizard is the only one who gets metamagic, as he has mastered the arcane theory of his spells. This subsystem would be made for the wizard specifically and need only be balanced in that context, rather than made generic.</p><p></p><p>That's my two cents.</p></blockquote><p></p>
[QUOTE="kerleth, post: 6129781, member: 84383"] The cleric definitely needs some brake put on opening of a full spell list. Otherwise, his spellcasting is more versatile than the wizard's, who's schtick is knowledge of the secrets of magic. If you say that the cleric doesn't get "attacking" spells, then that's all well and good for the mace wielding party buffing cleric. But what about a cleric of the firelord, or destruction, or blah blah blah. The core game needs to be able to support those styles of character. So you put a few of those kinds of spells on the spell list. Now the cleric has access to almost every kind of spell. Well lets give him a spells known. Then people say "but he prayers for his spells, he doesn't have to KNOW any of them. That just doesn't seem right." It's a tricky situation. My suggestion: Decouple basic healing, remove curse, etc, from the spell list. Put those into a Lay on Hands or Channeling Divine energy, or other ability. Then give the cleric a smaller spell list based on domain/sphere/deity. There can even be options for more exotic styles of healing (heal and buff, heal party and damage enemies, etc). Note that though there may not seem to be enough spells for that right now, this is just a playtest and more spells are undoubtedly coming. Not to mention that a cleric of, say the firelord, could pick up a couple of more wizardy blasty spells, and I think there is plenty of room for variation. Since any any individual cleric character will still have a limited spell list, this means that they won't be devalueing other spellcasting classes. Either that or give other spellcasting classes special abilities independent of their spells. Perhaps the wizard is the only one who gets metamagic, as he has mastered the arcane theory of his spells. This subsystem would be made for the wizard specifically and need only be balanced in that context, rather than made generic. That's my two cents. [/QUOTE]
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Why are we still stuck with divine casters knowing all spells?
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