Flynn
First Post
Good Morning, All,
In pursuit of creating a streamlined version of the game for my next campaign (http://www.enworld.org/showthread.php?t=191754), I ran into the problem of implementing domains and domain granted powers for the Priest class (divine spellcaster). Ordinarily, I would have posted this under the main thread for this process, but because of the subject matter, I felt it deserved its own thread.
For purposes of discussion, I am using the generic classes defined in Unearthed Arcana, and making the spellcaster separate into an arcane spellcaster (the Mage) and a divine spellcaster (the Priest).
http://www.d20srd.org/srd/variant/classes/genericClasses.htm
I see that I have four options:
1. No Domains: Ignore domains altogether. This seems to be the basic assumption of the generic classes.
2. Normal Domains: Use domains and granted powers as they currently are used. This goes against the way the generics are written up, but makes it easier for D&D fans to implement. However, it makes the Priest very powerful compared to the other three generic classes, because of the two granted powers.
3. Domain Feats: Make domain access a feat that expands the known spells of a Priest (since the generics use a spontaneous caster approach for spellcasters), and make the granted powers into feats, as well.
4. Unique Spell Lists: Implement a scenario similar to 2E's divine spell list with Spheres of Influence, so that each deity has a unique spell list to choose from, and then make the granted powers into feats.
http://homepages.ius.edu/rvest/Greyhawk/PriestSpheres3E.html
I think the easiest would be Option 1 (No Domains), of course, but then there's little flavor for the divine spellcaster based on patron deity aside from roleplay. Option 4 (Unique Spell Lists) offers some interesting choices, but may be considered a step backwards by some. Option 3 (Domain Feats) was my first gut instinct, but now I've given it some thought and am trying to decide on the proper course of action. I don't want to use Option 2 (Normal Domains) because it appears to unbalance the generic divine spellcaster in comparison to the other generics, but I include it for the sake of completeness.
Which method would you enjoy the most were you in such a game? Also, why would that be the method you'd prefer? What are your thoughts on the subject?
Your thoughts could shape the direction of my next campaign. I look forward to hearing them.
With Regards,
Flynn
In pursuit of creating a streamlined version of the game for my next campaign (http://www.enworld.org/showthread.php?t=191754), I ran into the problem of implementing domains and domain granted powers for the Priest class (divine spellcaster). Ordinarily, I would have posted this under the main thread for this process, but because of the subject matter, I felt it deserved its own thread.
For purposes of discussion, I am using the generic classes defined in Unearthed Arcana, and making the spellcaster separate into an arcane spellcaster (the Mage) and a divine spellcaster (the Priest).
http://www.d20srd.org/srd/variant/classes/genericClasses.htm
I see that I have four options:
1. No Domains: Ignore domains altogether. This seems to be the basic assumption of the generic classes.
2. Normal Domains: Use domains and granted powers as they currently are used. This goes against the way the generics are written up, but makes it easier for D&D fans to implement. However, it makes the Priest very powerful compared to the other three generic classes, because of the two granted powers.
3. Domain Feats: Make domain access a feat that expands the known spells of a Priest (since the generics use a spontaneous caster approach for spellcasters), and make the granted powers into feats, as well.
4. Unique Spell Lists: Implement a scenario similar to 2E's divine spell list with Spheres of Influence, so that each deity has a unique spell list to choose from, and then make the granted powers into feats.
http://homepages.ius.edu/rvest/Greyhawk/PriestSpheres3E.html
I think the easiest would be Option 1 (No Domains), of course, but then there's little flavor for the divine spellcaster based on patron deity aside from roleplay. Option 4 (Unique Spell Lists) offers some interesting choices, but may be considered a step backwards by some. Option 3 (Domain Feats) was my first gut instinct, but now I've given it some thought and am trying to decide on the proper course of action. I don't want to use Option 2 (Normal Domains) because it appears to unbalance the generic divine spellcaster in comparison to the other generics, but I include it for the sake of completeness.
Which method would you enjoy the most were you in such a game? Also, why would that be the method you'd prefer? What are your thoughts on the subject?
Your thoughts could shape the direction of my next campaign. I look forward to hearing them.
With Regards,
Flynn