Post by Wids on Sept 9, 2011 9:44:00 GMT -5
So one complaint that we all hear sometimes is how Divine spellcasters are supposedly better than Arcane spellcasters. Much of that perception lies in the limitations for each magic type, and how the two compare to each other.
At the fore of the issue is Arcane Spell Failure. A Cleric or a Paladin can march around in full plate armor while bearing a tower shield, and his spellcasting won't be hindered in the least. Wizards and Sorcerers can't even wear padded armor without running the risk of wasting spells, and the more armor they wear, the greater the risk becomes.
But the other side of the coin that people often don't see is that Arcane magic doesn't have any behavioral limitations or Alignment restrictions. A Wizard could undergo a series of massive Alignment shifts and slide all the way from Lawful Good to Chaotic Evil, and his spellcasting abilities wouldn't suffer in the slightest. Conversely, Clerics, Paladins, Druids and other Divine casters can't even change their Alignments by one or two steps before their gods take away their spells and other divine abilities (such as Lay on Hands or Wild Shape). And in the cases of certain deities, the consequences of forsaking the deity's dogma or casting the deity aside may be even more severe than that; there's a very good reason why the Church of Umberlee keeps all knowledge about the Drowning ceremony to themselves....
Granted, almost nobody rolls up a Divine spellcaster who is likely to betray his or her deity; if your Cleric is a Cleric of Eldath, then he probably has the mindset and personality which led him to become a Cleric of Eldath--and to be accepted as such, both by Eldath's temples and by Eldath herself--in the first place. Thus, the odds of a Cleric of Eldath going on a rage-fueled killing spree and flying right in the face of Eldath's dogma are pretty slim. So while straying from the Divine path isn't likely, it is possible, and if it's not possible enough, then the DM can always set up a catch-22 where any action that the spellcaster takes is bound to end in a violation of the deity's imposed code of conduct (or a violation of the natural order, in the cases of Druids and Rangers). "You want to seal the dam and stop the poison from flowing into the river? Then you'll have to use that magic grave dust to turn that ogre's corpse into a zombie and command him to help. Sorry, Mr. Druid, but it's the only way."
In tabletop, it's easy enough to enforce that limitation on Divine spellcasters. But while Neverwinter Nights has Arcane Spell Failure, it doesn't have any way to monitor the behavior of Divine spellcasters and decide whether or not a given Divine spellcaster has crossed any lines; after all, how can a computer determine whether or not a Cleric of Mask has been too honest with her enemies? So this judgement must fall to whichever DM is there to witness the character's actions.
Unfortunately, it also seems that Neverwinter Nights doesn't give DMs the means to impose these limitations on Divine spellcasters. If a Paladin of Tyr submits to greed, accepts a thief's bribe and lets the thief go free and escape justice, how can a DM stop the player from filling his Paladin's spell slots or remove the Paladin's ability to Smite Evil or to Lay on Hands? Is docking Experience really the only thing that a DM can do in such a case?
Discuss, if you will.
At the fore of the issue is Arcane Spell Failure. A Cleric or a Paladin can march around in full plate armor while bearing a tower shield, and his spellcasting won't be hindered in the least. Wizards and Sorcerers can't even wear padded armor without running the risk of wasting spells, and the more armor they wear, the greater the risk becomes.
But the other side of the coin that people often don't see is that Arcane magic doesn't have any behavioral limitations or Alignment restrictions. A Wizard could undergo a series of massive Alignment shifts and slide all the way from Lawful Good to Chaotic Evil, and his spellcasting abilities wouldn't suffer in the slightest. Conversely, Clerics, Paladins, Druids and other Divine casters can't even change their Alignments by one or two steps before their gods take away their spells and other divine abilities (such as Lay on Hands or Wild Shape). And in the cases of certain deities, the consequences of forsaking the deity's dogma or casting the deity aside may be even more severe than that; there's a very good reason why the Church of Umberlee keeps all knowledge about the Drowning ceremony to themselves....
Granted, almost nobody rolls up a Divine spellcaster who is likely to betray his or her deity; if your Cleric is a Cleric of Eldath, then he probably has the mindset and personality which led him to become a Cleric of Eldath--and to be accepted as such, both by Eldath's temples and by Eldath herself--in the first place. Thus, the odds of a Cleric of Eldath going on a rage-fueled killing spree and flying right in the face of Eldath's dogma are pretty slim. So while straying from the Divine path isn't likely, it is possible, and if it's not possible enough, then the DM can always set up a catch-22 where any action that the spellcaster takes is bound to end in a violation of the deity's imposed code of conduct (or a violation of the natural order, in the cases of Druids and Rangers). "You want to seal the dam and stop the poison from flowing into the river? Then you'll have to use that magic grave dust to turn that ogre's corpse into a zombie and command him to help. Sorry, Mr. Druid, but it's the only way."
In tabletop, it's easy enough to enforce that limitation on Divine spellcasters. But while Neverwinter Nights has Arcane Spell Failure, it doesn't have any way to monitor the behavior of Divine spellcasters and decide whether or not a given Divine spellcaster has crossed any lines; after all, how can a computer determine whether or not a Cleric of Mask has been too honest with her enemies? So this judgement must fall to whichever DM is there to witness the character's actions.
Unfortunately, it also seems that Neverwinter Nights doesn't give DMs the means to impose these limitations on Divine spellcasters. If a Paladin of Tyr submits to greed, accepts a thief's bribe and lets the thief go free and escape justice, how can a DM stop the player from filling his Paladin's spell slots or remove the Paladin's ability to Smite Evil or to Lay on Hands? Is docking Experience really the only thing that a DM can do in such a case?
Discuss, if you will.