Archived from groups: rec.games.frp.dnd (More info?)
It's simple. It's crazy. But I'd love to try a potentially unbalancing
house rule because it'd be so easy to implement and would cure what I see as
one of the HUGE stylistic flaws in the game, that is, that clerics of all
these colourfully varied deities in the various worlds ARE ALL THE FRIGGIN'
SAME!!!
Maybe it's just me but I find the use of domains in the current game is
extremely flavourless -- most clerics end up looking pretty much the same in
the end regardless of deity. They have the *full* range of the cleric spell
list (so everyone can take Shape Stone for example, there's no limiting it
to Earth Clerics). Then they get these domain spells, half of which are
already part of the cleric spell list anyway and only take up 10-30% of any
given cleric's spell allotment anyway. And these domain powers -- some can
be kick-ass and interesting (but these are usually based on rare usage [like
turning Air creatures] or are 1/day items [like the feat of Strength]). Or
some can be something like "+1 on all lawful spells"! All in all, every
cleric seems to have the same range of options and comes out much the same
as every other cleric.
Do you all agree with me or what?
Anyways, the basic change is this:
1. Remove the domain spell slot entirely [ie., do not replace it with
anything -- this reduces the cleric's overall number of slots by 1 per 2
levels]
2. Treat the domain spell list as a list of spells that a cleric can cast as
if they were *one level lower*.
Think about a cleric of St. Cuthbert, for example. Starting out, he might
be able to cast Protection from Chaos as a *0-lvl spell*! Instantly useful
(if narrow and always on-theme) spell slots appear for the first level
cleric! And watch him cast Shatter (from the Destruction domain) as a
*1st-lvl spell*!
That to me just sounds so cool -- you've got buckets of flavour, since a
cleric *will* have the whole spell list to pick from but they'll *always* be
well served by selecting spells within their domain. You've got loss of the
domain slot as a balancing factor against the fact that every lesser slot
suddenly becomes useful. Seems pretty good.
Of course, the big caveat is what do we do about clerics casting Invis at
1st level, Teleport at 7th, Heal at 9th (or wherever it is), Anti-Magic
Shell at 9th, etc. These seem radical and might affect the usual
expectations of a PC party's Challenge Rating scheme ... but are they really
game-breakers? These "leaps forward" will all be within the cleric's
specialty and will be limited to one spell per level. Sort of makes the
domain choice suddenly a lot more interesting.
Critiques, please. If you think it'll break the game, please point out if
you can specific abuses you think will crop up.
Spinner
It's simple. It's crazy. But I'd love to try a potentially unbalancing
house rule because it'd be so easy to implement and would cure what I see as
one of the HUGE stylistic flaws in the game, that is, that clerics of all
these colourfully varied deities in the various worlds ARE ALL THE FRIGGIN'
SAME!!!
Maybe it's just me but I find the use of domains in the current game is
extremely flavourless -- most clerics end up looking pretty much the same in
the end regardless of deity. They have the *full* range of the cleric spell
list (so everyone can take Shape Stone for example, there's no limiting it
to Earth Clerics). Then they get these domain spells, half of which are
already part of the cleric spell list anyway and only take up 10-30% of any
given cleric's spell allotment anyway. And these domain powers -- some can
be kick-ass and interesting (but these are usually based on rare usage [like
turning Air creatures] or are 1/day items [like the feat of Strength]). Or
some can be something like "+1 on all lawful spells"! All in all, every
cleric seems to have the same range of options and comes out much the same
as every other cleric.
Do you all agree with me or what?
Anyways, the basic change is this:
1. Remove the domain spell slot entirely [ie., do not replace it with
anything -- this reduces the cleric's overall number of slots by 1 per 2
levels]
2. Treat the domain spell list as a list of spells that a cleric can cast as
if they were *one level lower*.
Think about a cleric of St. Cuthbert, for example. Starting out, he might
be able to cast Protection from Chaos as a *0-lvl spell*! Instantly useful
(if narrow and always on-theme) spell slots appear for the first level
cleric! And watch him cast Shatter (from the Destruction domain) as a
*1st-lvl spell*!
That to me just sounds so cool -- you've got buckets of flavour, since a
cleric *will* have the whole spell list to pick from but they'll *always* be
well served by selecting spells within their domain. You've got loss of the
domain slot as a balancing factor against the fact that every lesser slot
suddenly becomes useful. Seems pretty good.
Of course, the big caveat is what do we do about clerics casting Invis at
1st level, Teleport at 7th, Heal at 9th (or wherever it is), Anti-Magic
Shell at 9th, etc. These seem radical and might affect the usual
expectations of a PC party's Challenge Rating scheme ... but are they really
game-breakers? These "leaps forward" will all be within the cleric's
specialty and will be limited to one spell per level. Sort of makes the
domain choice suddenly a lot more interesting.
Critiques, please. If you think it'll break the game, please point out if
you can specific abuses you think will crop up.
Spinner