|Brogue The Rogue|
When you've been playing for a long time, as I'm sure many of you have, it's really easy to archive things into your brain as rules that aren't rules. I've apparently done this when it comes to holy symbols. I was under the impression that cleric casting and supernatural abilities required a holy symbol, period, all across the board.
When I threw my PCs in a prison last session and they were prepared to very easily escape via teleportation via their cleric, I reminded the cleric he couldn't because he didn't have his holy symbol. Which lead to a debate and my realization that that assumption of mine is totally unfounded in fact.
My question to everyone is, how do you handle cleric casting, and, specifically, supernatural abilities such as channel energy or domain abilities? Do you require the holy symbol or not, and why?
My issue is situations like a prison. Even a relatively low level cleric can laugh at all manner of restraints if he has access to teleportation (leaving moral implications aside), and this ruins a lot of plot hooks.