a thing that has annoyed me about the rules of spell preperation is this bit:
As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.
A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells.
as the morning is the only choosable time without severely gimping yourself (unless, of course, your party adventures primarily at night and rests at day, at which point the afternoon becomes the only choosable time)
Now I might be in a position soon to houserule this, but I wanted to ask: Is there a particular (maybe balance-related) reason for the recent casting limit? Will I break anything if I abandon it?
THanks in advance.
The rules has the purpose to avoid the possibility to cast twice your spell's daily limit in a real little timeframe.
Without that rule, a divine spellcaster could choose to go in adventure full of spell at the right hour, knowing he could spam them and in a relative short time, to have again all of them avaliable.
Well ... yeah, and then you haven't cast for a whole day, and if you blow all your two-days worth of spells you won't be casting for the next day. Shouldn't conserving ressources bring a little benefit, up to a point (obviously not conserving a week's worth of spell slots, that would be abusable like hell in downtime situations)?
Also, then what's the point of choosing any time other than right after your usual rest for spell preperation? It would be really cool to have this tied to midday or sundown, but then you would be operating at like half capacity, and that is far too much power to give up for a little nice flavor.
Actually, I think encouraging people to conserve too many spell slots would be a bad idea. Part of the game's design is the expectation that the party will burn a certain amount of limited resources in each encounter, and they should absolutely be encouraged to do so. This allows the party to be appropriately weakened when facing a challenging encounter (since a fully-rested party will usually stomp all over bosses, and the encounter probably won't be nearly as memorable).
The benefit of conserving is having spells to cast if you end up in more encounters than you expected. In general, it probably shouldn't go further than that.
Without this rule it is trivial for a cleric to abuse the recovery of spells in high level play.
The party rests in an extradimesnional space or a long way away prior to teleporting in for a full assault. Before the attack cleric casts all his long duration buffs, divination spells stc and gets a big power up for everyone then memorises his full load of combat spells, telports in and he has the advantage of 2 days casting.
As there is no way for any other class to gain this munchkin edge a rule preventing it is sensible.