Merlion said:
The Arcane/Divine divide: This is probably the biggest thing for me. To me, its something that does not really exist in most fantasy…
Agreed.
Merlion said:
There’s rarely two huge monolithic forms of magic and all spellcasters fall into one or the other category.
Actually, I think that's fairly common, but the usual divide is between magic that is both divine and good versus magic that is either "divine" (in the D&D sense) or "arcane" and evil -- the real distinction is between good and evil, white and black.
Typically, of course, the white magic is less powerful, requires self-sacrifice, etc., while the black magic is quite powerful and harms others (or is fueled by harming others).
Merlion said:
And where does this whole thing come from of god-magic being linked to healing and defense?
In D&D, "divine" magic, of course, isn't necessarily good magic -- but much of the system
is designed around
god-magic as
good-magic.
Merlion said:
I guess from the fact that the Cleric class was based off the Knights Templar and whatnot and certainly the Judeo-Christian God would have a link to healing and whatnot…but in a polytheistic fantasy setting, what about the gods of darkness and death and decay?
D&D Clerics do
not match the real-world Templars well at all. The Templars were a holy order of warrior monks, much more organized than a typical medieval army (more like a modern army), with diplomatic and banking ties throughout the middle east. The D&D Paladin isn't an
awful fantasy-fit for Templars.
Merlion said:
In DnD rather than master mages, Wizards and Sorcerers are mainly magical artillery.
D&D clearly does have wargame roots. Fireball = catapult. Lightning bolt = ballista.
Merlion said:
The Cleric class: I dislike the Cleric class for three reasons. 1) its mildly unbalanced in its current form. 2) to me the “Priest” archtype is a very uncommon one. The “White Mage”/defense-healing Mage is more common but 3) the Cleric class doesn’t embody either of these very well.
Agreed.
Actually, the Bard's mechanics fit the priest concept much, much better than the Cleric class's mechanics -- just switch out the spell list (which you'll probably want to tailor anyway).
Merlion said:
Magical Sterotyping: I kind of dislike the fact that all spellcasting classes have it spelled out exactly where their magic comes from. Wizards get their magic totally from study. Sorcerers totally from inborn power. Clerics pray to gods or causes. Obviously this is easily ignored, but I’d still like it if there weren’t as much pigeonholing.
I don't see the problem.
Merlion said:
Magic Item Dependency: I’d like to at least have a variant were the power of your character and the whole CR system isn’t so strongly based around magic items, making it easy for magic items to be a little less common and a little more special.
I certainly don't mind that they set a baseline; it's just not where I'd put it.