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4E Gods - Where's the crunch?
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<blockquote data-quote="Tervin" data-source="post: 4361370" data-attributes="member: 66491"><p>I am lucky in that the 4E campaign I have planned will be as good as monoteistic. That way, I will not have problems with clerics for different gods behaving differently.</p><p></p><p>My favourite treatment of religion in D&D is 2E specialty priests. Two priests in the same party would often play completely different from each other. I don't think that setup really works for 4E though. I think a possible solution would be to link different cults to different multiclassing options, and then give the clerics a favored weapon as well if they take that route. If you want to do more work I guess the way would be to create subclasses (=multiclass only classes) that are unique for each cult, and create paragon paths to match them.</p><p></p><p>The feats that exist now feel a bit weak as a way to differ different cults' paladins from each other, for clerics it is worse.</p></blockquote><p></p>
[QUOTE="Tervin, post: 4361370, member: 66491"] I am lucky in that the 4E campaign I have planned will be as good as monoteistic. That way, I will not have problems with clerics for different gods behaving differently. My favourite treatment of religion in D&D is 2E specialty priests. Two priests in the same party would often play completely different from each other. I don't think that setup really works for 4E though. I think a possible solution would be to link different cults to different multiclassing options, and then give the clerics a favored weapon as well if they take that route. If you want to do more work I guess the way would be to create subclasses (=multiclass only classes) that are unique for each cult, and create paragon paths to match them. The feats that exist now feel a bit weak as a way to differ different cults' paladins from each other, for clerics it is worse. [/QUOTE]
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4E Gods - Where's the crunch?
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