Gothmog said:
Well, IME, the godless clerics have always taken either Magic, War, and/or Destruction as their domains- the three domains powergamers often drool over. Calling a powergamer a powergamer doesn't invalidate an arguement. I had a few bad experiences playing with some godless clerics after 3E came out...never again. Their powergaming and the lack of restraint on their actions from being godless ruined the game for everyone else. I'm sure not all godless cleric characters are that way (including you Kahuna Burger), but you have to admit that it does often appeal to the powergamer to be able to pick and choose powers with no chance of retribution or deity restraints on their character.
What do you (anyone, really) think of my system for godless clerics' restrictions?
Alignments (Adp, Blk, Clr, Pal)
The spells come from one of the four alignments: Chaos, Evil, Good, or Law. Alignments do not grant powers except to those who follow their alignment. (Lawful good, neutral good, and chaotic good characters only may draw power from Good.) Characters who act in opposition to the chosen alignment lose their powers immediately. An atonement spell will restore the powers if the act was unintentional.
Gods (Adp, Blk, Clr, Pal)
The spells come from a single chosen deity. Deities grant and deny spells on their whims, but generally withhold power only for major violations and willingly accept those who atone back if they show sincerity. Deities only grant power to those within one step of their alignment (and sometimes less, e.g. St. Cuthbert and Wee Jas).
Nature (Adp, Drd, Rgr)
The spells come from the essence of living things and the power of the land itself. If the character acts in opposition to nature (wanton killing, destruction of land, etc.), he or she loses spellcasting and other granted powers until he or she atones. Repeated or flagrant violations may cause permanent loss.
Pantheon (Adp, Clr)
The spells come from the Pantheon as a whole. Powers are lost if the character acts in a manner inconsistent with the 2E TN alignment, but are regained upon a sincere atonement. The pantheon never grants alignment domains. The current members of the pantheon is as follows: Heironeous, Moradin, Yondalla, Bahamut, Pelor, Ehlonna, Corellon Larethian, Kord, Sif, Deptat, St. Cuthbert, Wee Jas, Nike, Boccob, Genos, Matrar, Obad-Hai, Ethi, Olidammara, Ebon, Kain, Kurtulmak, Tiamat, Crebar, Hades, Ares, Halgrin. Worshipers of the Pantheon are called Pantheonists, patheonists, or catholics.
Powers (Adp, Blk, Clr, Pal)
The spells come from one of the bodiless, semi-sentient Powers of the universe: Air, Earth, Fire, Negative, Positive, or Water. The Powers have no special agenda for the world except their own supremacy. Powers withdraw their favor if the character calls on or supports an opposed Power. An atonement spell will restore the powers if the use or support was unintentional. Those who draw power from Positive may not be evil; those who draw power from Negative may not be good. Powers do not grant access to spells or domains with descriptors opposite their own (Air vs. Earth, Fire vs. Water, Negative vs. Good, Positive vs. Evil). Positive allows clerics to spontaneously cast cure spells and turn/destroy undead, while Negative allows clerics to spontaneously cast inflict spells and rebuke/command undead. Powers never grant alignment domains.