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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="dark2112" data-source="post: 6132871" data-attributes="member: 3503"><p>Casting spells of a higher power level was not the intent of my suggestion, I just included a similar house rule that I've used, and poorly worded the paragraph to imply that my suggestion didn't have a level limit. As mentioned earlier, once a day, full round, etc were all just jotted down notes for illustrative purposes, and various restrictions could and should be put onto such an ability, as needed. This ability was also suggested in concert with the idea that a divine caster would normally only know, say, 4 first level spells, and was meant to give some leeway into occasionally allowing access to the very specific spells that a cleric sometimes needs without bogging down known spell lists with every possible status curing magic. Changing the casting time to be 10 minutes, say, would still preserve that sort of intent without allowing the advantage of a spontaneous spell slot in combat.</p><p></p><p>I'd never really investigated spontaneous divine casting, since that wasn't really the angle I was going for, but I could see how my idea could lead in that direction. A quick peek showed three different base classes as spontaneous divine casters, one a variant on the core cleric, and all three went with a known spell limit, although the third allowed you to basically change all your known spells once a day, so with that one they basically are a spontaneous divine caster with access to every divine spell.</p><p></p><p>As for my house rule allowing overcasting, I can see how certain groups could attempt to abuse such a rule. I can also see how if a first level caster exploded beside his fighter friend, and his fighter friend lost an arm in the explosion, that the rest of the group would get pretty angry at the player trying to abuse the concept pretty fast. If the player has no attachment to their own character, show that they could affect the party. If the party as a whole has no attachment to their characters, perhaps you've made death/character replacement too cheap to use this particular house rule. Additionally, death isn't the only possible consequence. A cleric who's lost the ability to cast spells until they do a holy quest to make themselves worthy again is a pretty harsh consequence, and since it's not as final as death, there's no reason to roll up a new character to replace it.</p></blockquote><p></p>
[QUOTE="dark2112, post: 6132871, member: 3503"] Casting spells of a higher power level was not the intent of my suggestion, I just included a similar house rule that I've used, and poorly worded the paragraph to imply that my suggestion didn't have a level limit. As mentioned earlier, once a day, full round, etc were all just jotted down notes for illustrative purposes, and various restrictions could and should be put onto such an ability, as needed. This ability was also suggested in concert with the idea that a divine caster would normally only know, say, 4 first level spells, and was meant to give some leeway into occasionally allowing access to the very specific spells that a cleric sometimes needs without bogging down known spell lists with every possible status curing magic. Changing the casting time to be 10 minutes, say, would still preserve that sort of intent without allowing the advantage of a spontaneous spell slot in combat. I'd never really investigated spontaneous divine casting, since that wasn't really the angle I was going for, but I could see how my idea could lead in that direction. A quick peek showed three different base classes as spontaneous divine casters, one a variant on the core cleric, and all three went with a known spell limit, although the third allowed you to basically change all your known spells once a day, so with that one they basically are a spontaneous divine caster with access to every divine spell. As for my house rule allowing overcasting, I can see how certain groups could attempt to abuse such a rule. I can also see how if a first level caster exploded beside his fighter friend, and his fighter friend lost an arm in the explosion, that the rest of the group would get pretty angry at the player trying to abuse the concept pretty fast. If the player has no attachment to their own character, show that they could affect the party. If the party as a whole has no attachment to their characters, perhaps you've made death/character replacement too cheap to use this particular house rule. Additionally, death isn't the only possible consequence. A cleric who's lost the ability to cast spells until they do a holy quest to make themselves worthy again is a pretty harsh consequence, and since it's not as final as death, there's no reason to roll up a new character to replace it. [/QUOTE]
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Why are we still stuck with divine casters knowing all spells?
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