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WotC: Please do something about divine spells known bloat in 5e
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<blockquote data-quote="Connorsrpg" data-source="post: 6357245" data-attributes="member: 19265"><p>Wow, this was THE one thing I was worried 5E had not considered either, when I read about clerics being able to prepare from all spells on their list.</p><p></p><p>I don't really have a 'power' problem, but it is a problem. It certainly adds to the confusion for newer players and I just think the immense amount of choice can be paralysing. (I too liked the sugar analogy).</p><p></p><p>Whilst it is easy to mentioning restricting spells, it becomes a real problem when those new spells are better suited to the character (and their power source/deity) than the current ones. It seems a shame for clerics to have to 'forget' some spells for new ones. It is also a problem if you allow access to them all and some do not seem suited to this deity/source AT ALL.</p><p></p><p>I wish they had have adopted a different strategy from the start and Domains could have been utilised better. Rather than granting one or two spells, they could have granted spells of a particular type.</p><p></p><p>Now that type could be inspired by Monte Cook's Arcana Unearthed. And that is exactly what we did with our 3E Spell Lists. Basically every spell got a descriptor. (We started with Monte's and added many of our own).</p><p></p><p>Clerics then get access to a small 'Universal' list + Spells with descriptors that match their Domains. These can be like 4E and other damage types like 'Fire', schools like 'Charm', but even general terms like 'Melee Combat', 'Plant', 'Earth'.</p><p></p><p>It worked so well for our 3E games and every divine caster ended up with a focused list. I can see us going down this route later with 5E too.</p><p></p><p>I just wish their Domain spells were more reflective of this and allowed for future bloat, where even more appropriate spells will be written.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6357245, member: 19265"] Wow, this was THE one thing I was worried 5E had not considered either, when I read about clerics being able to prepare from all spells on their list. I don't really have a 'power' problem, but it is a problem. It certainly adds to the confusion for newer players and I just think the immense amount of choice can be paralysing. (I too liked the sugar analogy). Whilst it is easy to mentioning restricting spells, it becomes a real problem when those new spells are better suited to the character (and their power source/deity) than the current ones. It seems a shame for clerics to have to 'forget' some spells for new ones. It is also a problem if you allow access to them all and some do not seem suited to this deity/source AT ALL. I wish they had have adopted a different strategy from the start and Domains could have been utilised better. Rather than granting one or two spells, they could have granted spells of a particular type. Now that type could be inspired by Monte Cook's Arcana Unearthed. And that is exactly what we did with our 3E Spell Lists. Basically every spell got a descriptor. (We started with Monte's and added many of our own). Clerics then get access to a small 'Universal' list + Spells with descriptors that match their Domains. These can be like 4E and other damage types like 'Fire', schools like 'Charm', but even general terms like 'Melee Combat', 'Plant', 'Earth'. It worked so well for our 3E games and every divine caster ended up with a focused list. I can see us going down this route later with 5E too. I just wish their Domain spells were more reflective of this and allowed for future bloat, where even more appropriate spells will be written. [/QUOTE]
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