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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="Psikosis" data-source="post: 6130787" data-attributes="member: 6704960"><p><span style="color: #333333">(snip) <em>But this is where I must strongly disagree with you. For game balance reasons, I think there should be a common cleric spell list and include healing (maybe as abilities, so you don't have to spend spells on it). </em>(snip)</span></p><p></p><p>I get the point about game balance. As things stand now, there's really no other option.</p><p> </p><p>My point was that it shouldn't have to be this way because, as I see it, it makes no logical sense in the context of the game. It is simpler to conceptualize all magic as being the same regardless of source and allow any class that knows how to make use of it to heal if they have the requisite spells. My analogy: Electricity may be generated mechanically (a turbine) or chemically (a battery), but there's no difference in the properties of the electricity - the light bulb goes on all the same. Likewise, magic is magic whether you get the spell from your deity or your spellbook, magic should function all the same.</p><p></p><p>The current system is a lazy route to 'game balance', which shouldn't be most important goal of game mechanics anyway (and get much too much attention). But that's something for another thread.</p><p></p><p>PS- I rarely play cleric/priest types so I missed the 4e invoker entirely. Thanks for the pointer.</p></blockquote><p></p>
[QUOTE="Psikosis, post: 6130787, member: 6704960"] [COLOR=#333333](snip) [I]But this is where I must strongly disagree with you. For game balance reasons, I think there should be a common cleric spell list and include healing (maybe as abilities, so you don't have to spend spells on it). [/I](snip)[/COLOR] I get the point about game balance. As things stand now, there's really no other option. My point was that it shouldn't have to be this way because, as I see it, it makes no logical sense in the context of the game. It is simpler to conceptualize all magic as being the same regardless of source and allow any class that knows how to make use of it to heal if they have the requisite spells. My analogy: Electricity may be generated mechanically (a turbine) or chemically (a battery), but there's no difference in the properties of the electricity - the light bulb goes on all the same. Likewise, magic is magic whether you get the spell from your deity or your spellbook, magic should function all the same. The current system is a lazy route to 'game balance', which shouldn't be most important goal of game mechanics anyway (and get much too much attention). But that's something for another thread. PS- I rarely play cleric/priest types so I missed the 4e invoker entirely. Thanks for the pointer. [/QUOTE]
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Why are we still stuck with divine casters knowing all spells?
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