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10 months ago ::
Aug 14, 2012 - 8:08AM
#1
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Date Joined:
May 27, 2012
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I am preparing to run a game and loving what I see in this playtest so far, fun fun stuff. BUT First player of mine decides she wants to play a Cleric of the "Spells and healy" kind and as its part of a play test and so I can run encounters better Im doing the character creation one on one with each player but we have come to her spells.
Yup we have a list of spells she might know and some minor ones given by domain ect though we can't find anywhere how many at first level nor how many and levels past that that she acually "knows". to clarify what accually is in her spellbook so to speak that she can prepare. The spell prep sounds good if I knew how many she knows.
I really hope im not reading it all wrong but Ive had 3 people looking for it and not a spark of hope... Helps me internet and Wizards.
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10 months ago ::
Aug 14, 2012 - 9:55AM
#2
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Date Joined:
Dec 18, 2006
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I'm not sure what you are talking about here. The first page of the Classes PDF shows how many spells per day the Cleric can cast. If you are asking how many they totally know, then I am sure they are like all previous editions. Clerics know all spells of their appropriate level. They pick any of them on the list to memorize. Only Wizards have to pick what goes in their spellbook and have to add to that as they adventure.
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10 months ago ::
Aug 14, 2012 - 10:52AM
#3
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Clerics know the list, but prepare x per day (based on level) plus their domain spell.
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10 months ago ::
Aug 14, 2012 - 11:59AM
#4
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Date Joined:
Apr 10, 2009
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And they don't 'forget' the spell when they cast it.
If they can prepare three spells a day of a given level, they can also cast three spells a day of that level (Cleric table).
These can be three of the same (prepared) spell or three different (prepared) spells.
Carl
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10 months ago ::
Aug 14, 2012 - 4:47PM
#5
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Date Joined:
May 27, 2012
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I am not talking about spell preperation, I understand how that works but from what you are saying once any given spell level is available (able to cast, WIS and level permitting, the cleric in question just simply understands all of them and has the ability to cast any of them with no beforehand use of such a spell.
To me that sounds just a little silly. You may argue "powers granted from a god" but still even in a fantasy setting thats abit of a stretch.
Am I correct in how I'm interupreting these answers?
Because TBH if this "I understand them just cause I do" thing is the case I will have to implement a sort of "house rule".
Oh and BTW I looked up the Wizard and if they get so many spells in their spellbook and it just lists a common list but not accually how many they know at first level.
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10 months ago ::
Aug 14, 2012 - 4:56PM
#6
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Date Joined:
Apr 21, 2011
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if you want, make it so that your cleric has a spell book. but instead of a spell book, you name it a prayer book.
this way the cleric still has to collect ancient passeges from their most secret texts before they can properly memorize the spell
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10 months ago ::
Aug 14, 2012 - 4:56PM
#7
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It really is "God crammed them in my head cuz I really like him." Yeah that is over simplifying but that is how it works by the rules. However, the oldest rule of role-playing games is if you don't like it in your game change it. Nothing wrong with that.
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10 months ago ::
Aug 14, 2012 - 5:19PM
#8
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WotC comes out with Complete Divine Power and it includes a whole bunch of Cleric spells. Pow! your Cleric player can now prepare ANY of those spells because Clerics have access to ALL spells on the Cleric spell list. (Unless you don't allow the book in your games.)
To say they "know" or "understand" their spells is kind of inaccurate though. They get spells from their deity and cast them, they never actually KNOW the spells. In 3.5, a Cleric who "grossly violates the code of conduct required by his god loses all spells and class features…" The Cleric knows nothing, he just uses what his deity gives him. Don't know if that clears up what's going on at all, but honestly restricting the list a little to fit the fluff in your head probably won't hurt anything. (How about just doubling the amount the Wizard gets? Which is 5 at lvl 1 btw, check under the Spellbook "benefit" section.)
What I think the Wilder Design Goals should be. Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P Homebrew Psionics blog posts archive: Spoiler:
Show
UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas. Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.
Really old. Nov/02/2012: I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process. Part 1, Hard rules/example soulknife discipline: Link. Part 2, Basic ideas/goals on basic numbers and classes: Link. Part 3, Direction/ideas I want to take with specific disciplines: Link.:3
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10 months ago ::
Aug 14, 2012 - 5:25PM
#9
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Date Joined:
May 27, 2012
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It really is "God crammed them in my head cuz I really like him." Yeah that is over simplifying but that is how it works by the rules. However, the oldest rule of role-playing games is if you don't like it in your game change it. Nothing wrong with that.
Yeah, just feels in a playtest at least a little against the spirit by inserting your own rules. Though IMO I think this is something that needs to be adressed, a simple line like "Gains 3+Wis mod worth of 1st level spells as 'Known' and gains 3 spells of any level they can cast on subsiquent levels". I think knowing all Orisons/Cantrips is OK but maybe not list the 'Special' ones you get fron backgrounds ect in the standard Minor spells list.
if you want, make it so that your cleric has a spell book. but instead of a spell book, you name it a prayer book.
this way the cleric still has to collect ancient passeges from their most secret texts before they can properly memorize the spell
I like the sound of that a Prayer Book but maybe not the can gain spells when adventureing cause thats kinda the Wizards thing and you don't wanna steal a Wizards thunder (pun intended)
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10 months ago ::
Aug 14, 2012 - 5:35PM
#10
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Date Joined:
May 27, 2012
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WotC comes out with Complete Divine Power and it includes a whole bunch of Cleric spells. Pow! your Cleric player can now prepare ANY of those spells because Clerics have access to ALL spells on the Cleric spell list. (Unless you don't allow the book in your games.)
To say they "know" or "understand" their spells is kind of inaccurate though. They get spells from their deity and cast them, they never actually KNOW the spells. In 3.5, a Cleric who "grossly violates the code of conduct required by his god loses all spells and class features…" The Cleric knows nothing, he just uses what his deity gives him. Don't know if that clears up what's going on at all, but honestly restricting the list a little to fit the fluff in your head probably won't hurt anything. (How about just doubling the amount the Wizard gets? Which is 5 at lvl 1 btw, check under the Spellbook "benefit" section.)
Then they really aren't spells then, if they were Prayers or Intiventions or something that needs to be chosen by asking the Diety at the time or in Preperation Ok then it makes abit more sence but just to have the whole list from the get go every time just seems a little OP choice wise IMO. A smaller list that even that the god allows would be a better way to think of it and as the grow more faithful they gain more. and maybe the starting amount might be more than the Wizard because of the way the obtain them. Thankyou I didn't read that Wizard section as close as I thought, 5 is a good number to start but maybe there too a way to take stats into account might be useful as is means not ever Wizard will know the same amount kinda thing is all I'm saying.
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