Post by Zulgyan on Feb 11, 2008 22:11:28 GMT -6
About 8 months ago...
T. Foster a.k.a foster1941 wrote:
WSmith wrote:
Is anyone doing this right now in their games? It certainly sounds interesting and fits better the OD&D cleric's spell selection and spell per day capability. I think it will make both magic types more distinct, and give clerical magic a more divine feel.
Game-wise, it also seems a very good house-rule. Most cleric spells are very situation specific, and in the end, players don't memorize then because they are too specialized.
Thoughts?
Discuss!
T. Foster a.k.a foster1941 wrote:
I follow the convention of later editions (and what Gary Gygax reportedly does in his home games) and don't require clerics to maintain spell books (if anything, I'd be likely to go even further, and allow clerics "spontaneous casting" rather than requiring them to memorize/prepare specific spells in advance like mages have to -- per his commentary in The Dungeoneer this is how Paul Jaquays used to do it). I agree, though, that a straightforward reading of the rules suggests they do require them, and had I been playing the game back in the 70s I likely would have required it.
WSmith wrote:
Interesting. I need to try to find that, bscause after looking at the cleric spell list a few times, I thought that despite what happens in later editions, that they are supposed to have spontaneous casting.
Using only Vol I, Levels 1, 4, and 5 only have six spells. Levels 2 and 3 have only four. Almost all of the spells seem to be "situation support" utility type spells in contrast to the wide variety of MU spells which contain some hefty offensive/defensive spells. PLUS, if you look at the Cleric's spells allowed on page 18, you see that they have much fewer slots to cast than the magic user. It seems to me that the OD&D cleric is built for spontaneous casting. Now, once you start to delve into Suppliment I and beyond, this might not be so true.
Using only Vol I, Levels 1, 4, and 5 only have six spells. Levels 2 and 3 have only four. Almost all of the spells seem to be "situation support" utility type spells in contrast to the wide variety of MU spells which contain some hefty offensive/defensive spells. PLUS, if you look at the Cleric's spells allowed on page 18, you see that they have much fewer slots to cast than the magic user. It seems to me that the OD&D cleric is built for spontaneous casting. Now, once you start to delve into Suppliment I and beyond, this might not be so true.
Is anyone doing this right now in their games? It certainly sounds interesting and fits better the OD&D cleric's spell selection and spell per day capability. I think it will make both magic types more distinct, and give clerical magic a more divine feel.
Game-wise, it also seems a very good house-rule. Most cleric spells are very situation specific, and in the end, players don't memorize then because they are too specialized.
Thoughts?
Discuss!