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<blockquote data-quote="FireLance" data-source="post: 3421191" data-attributes="member: 3424"><p>I still don't understand these. </p><p></p><p>As for the rest, I think they are more "things that the rules or flavor are silent on or are not explained well enough" than "errors" or "mistakes" per se. </p><p></p><p>Why does an attack roll or saving throw always fail on a natural 1? The rules say so. It's the flip side of attack rolls and saving throws always succeeding on a natural 20. Presumably, it makes the game more interesting because there is always a small chance of success or failure for these rolls. As for the in-game reason, perhaps this is the way the goddess of luck makes her presence felt in the world (and every time this occurs, it is heralded by a visible sign of good or bad luck).</p><p></p><p>Does casting an <em>inflict</em> spell annoy a good-aligned deity? By the rules, <em>inflict</em> spells are not [Evil], so a good-aligned cleric could prepare and cast them. Whether or not this is something that would annoy his god could be a plot hook for the DM, or a role-playing hook for the player (a cleric of a god of healing might refuse to prepare <em>inflict</em> spells as a matter of principle, even though the doctrines of his church do not specifically prohibit this), or could be ignored if neither the player nor the DM is interested in making a big deal of it. After all, evil clerics can prepare and cast <em>cure</em> spells, too.</p><p></p><p>Can a wizard research a healing spell? If the DM doesn't want it to happen in his campaign, he can rule that arcane healing draws on the mystical Song of Life, which can only be invoked by someone who has been trained as a bard. After all, druidic and clerical training is distinct enough that a cleric of a god of nature cannot prepare <em>magic fang</em>, and a druid of the same god of nature cannot prepare <em>magic weapon</em>, even though both could prepare <em>magic stone</em>.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3421191, member: 3424"] I still don't understand these. As for the rest, I think they are more "things that the rules or flavor are silent on or are not explained well enough" than "errors" or "mistakes" per se. Why does an attack roll or saving throw always fail on a natural 1? The rules say so. It's the flip side of attack rolls and saving throws always succeeding on a natural 20. Presumably, it makes the game more interesting because there is always a small chance of success or failure for these rolls. As for the in-game reason, perhaps this is the way the goddess of luck makes her presence felt in the world (and every time this occurs, it is heralded by a visible sign of good or bad luck). Does casting an [I]inflict[/I] spell annoy a good-aligned deity? By the rules, [I]inflict[/I] spells are not [Evil], so a good-aligned cleric could prepare and cast them. Whether or not this is something that would annoy his god could be a plot hook for the DM, or a role-playing hook for the player (a cleric of a god of healing might refuse to prepare [I]inflict[/I] spells as a matter of principle, even though the doctrines of his church do not specifically prohibit this), or could be ignored if neither the player nor the DM is interested in making a big deal of it. After all, evil clerics can prepare and cast [I]cure[/I] spells, too. Can a wizard research a healing spell? If the DM doesn't want it to happen in his campaign, he can rule that arcane healing draws on the mystical Song of Life, which can only be invoked by someone who has been trained as a bard. After all, druidic and clerical training is distinct enough that a cleric of a god of nature cannot prepare [I]magic fang[/I], and a druid of the same god of nature cannot prepare [I]magic weapon[/I], even though both could prepare [I]magic stone[/I]. [/QUOTE]
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