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Old 04-18-08, 05:39 PM #16
Crunch
Adamantium Golem

Join Date: Apr 2005
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Default Re: Spell Line Skills

I like these ideas on the implementation of cleric type characters. Especially if there are a number of helpful skills that are only available to a certain type of cleric. It might help dampen the current temptation to create a cleric that goes with the mainstream in deity relations.

By this I mean that the current lineup essentially has basic categories of deities (evil or monster race deities, toran allied deities, and lucinda allied deities). Since the change which made the deities relation effect certain spells like aid and healing circle, there has been a strong OOC motivation when creating a new character to match the deities of those you plan to adventure with. If there is a party need to include characters who worship various gods, it seems like that creates a situation where the deity based tension gets rp'd, but the default answer of "I'm a Toranite, you are a Lucindite, we can't adventure together" doesn't come into play.

It would also be nice to see some game mechanics reasons for leaving the deity field blank. (i.e. pluses and minuses for a deity choice.) For instance, a cleric of aeridin might get greatly empowered healing spells and improved abilities against undead, but he might in turn get a 20% reduction in XP for killing creatures other than undead. (I'm not sure if you still plan to have different creature types, but you could make preferred enemy lists for deities and weight xp based on which type of creatures vs deity worshipped.)
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