User talk:Ideasmith/Divine Spells Known and Deific Quests (3.5e Variant Rule)

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Ratings[edit]

RatedOppose.png Ganteka Future opposes this article and rated it 0 of 4.
This puts a lot of extra pressure on DMs to come up with new ideas for little quests constantly if there's a cleric in the party, Celestial Heavens forbid more than one. With supposedly being no more difficult to complete these quests than obtaining scrolls... that sort of piddly thing hardly feels like a quest worthy of the attention of a deity to micromanage. Feels like it would constantly pull the characters out of the story at hand to complete these little things as a distraction. Ugh, no thanks.
RatedOppose.png Qwertyu63 opposes this article and rated it 0 of 4.
Read Surgo's rating reason and Fluffykittens' rating reason. I am just agreeing with the two of them, as they hit it right on the head.
RatedOppose.png Fluffykittens opposes this article and rated it 0 of 4.
Takes the wizard's bookkeeping annoyances and then takes them on to the cleric.
RatedNeutral.png DanielDraco is neutral on this article and rated it 2 of 4.
The part about limiting cleric spells known like a wizard is good. It makes them a little less overpowered. The rest of it, as Surgo pointed out, is just going to force the party cleric to drive the game.
RatedOppose.png Surgo opposes this article and rated it 0 of 4.
There aren't really any rules here for gaining new spells -- just a "go do this quest" guideline. This can center the spotlight of the party on the Cleric all the time. I think the Dungeonomicon just solves this problem a lot better.


While deities and scroll availability are too variable from group to group for hard and fast rules for the quests, I have added some guidelines for asigning quests.--Ideasmith (talk) 03:56, 22 January 2013 (UTC)