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A Cleric, by any other name, twould cast as sweet.
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<blockquote data-quote="steeldragons" data-source="post: 5778149" data-attributes="member: 92511"><p>In BECMI and 1e, you had the cleric's spell list. </p><p></p><p>Any cleric anywhere had access to these various effects.</p><p></p><p>In 2e, we had the introduction of "Spheres of Influence" which made tailoring your cleric's religion/spell list to more specifically reflect their deity's area of interest/domain (small "d"). Including a distinction between what Spheres the cleric had "major" (all of them) and "minor" (I believe this was only up to 3rd level spells) access to. I don't recall how many Spheres there were, exactly, but I think it was only something like 8 or 10 or so. I may be mistaken not having a book in front of me.</p><p></p><p>In 3e, (was it not?) we had the Spheres were replaced by "Domains" (big "D") which afforded additional spells and powers as the cleric increased in level. Again, reflecting the specialization of areas that a god was..."the god" of. The number of "Domains" that I have seen listed in some places is...a bit ridiculous to my mind...but it is certainly detailed and thorough, to say the least.</p><p></p><p>[EDIT] I have absolutely no idea how clerics work/have access to in 4e. So I'll leave that to any of you all who'd care to comment on that system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> [/EDIT]</p><p></p><p>From 2e on, I've always used the "specialty cleric" model, certain gods can effect certain areas over which that god "holds sway." Spells that the priest of the goddess of the sea are not the same as the god of fire, the god of war does not gain access to as many or effective healing spells as the goddess of healing or protection.</p><p></p><p>It makes lots of sense, imho, and allows cleric PCs and game world religions/temples to be very different from one another. I like it a lot and use the "Spheres/Domains" thing thoroughly.</p><p></p><p>What is/was your preference? Regardless of edition/system used. Do you rather "a cleric is a cleric is a cleric" for simplicity/ease of use's sake and the differences in religion and tone be done via Role-playing and world-building? Or do you prefer granting different clerics access to different things (which also, obviously, allows for role-playing and world-building to play their part)?</p><p></p><p>And, secondarily, I suppose, how far is too far? In theory, one could come up with a different set of spells and powers for any god of anything. What would you say is a "Covers all the bases" amount of different Spheres/Domains?</p><p></p><p>Cheers and happy Saturday, all.</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5778149, member: 92511"] In BECMI and 1e, you had the cleric's spell list. Any cleric anywhere had access to these various effects. In 2e, we had the introduction of "Spheres of Influence" which made tailoring your cleric's religion/spell list to more specifically reflect their deity's area of interest/domain (small "d"). Including a distinction between what Spheres the cleric had "major" (all of them) and "minor" (I believe this was only up to 3rd level spells) access to. I don't recall how many Spheres there were, exactly, but I think it was only something like 8 or 10 or so. I may be mistaken not having a book in front of me. In 3e, (was it not?) we had the Spheres were replaced by "Domains" (big "D") which afforded additional spells and powers as the cleric increased in level. Again, reflecting the specialization of areas that a god was..."the god" of. The number of "Domains" that I have seen listed in some places is...a bit ridiculous to my mind...but it is certainly detailed and thorough, to say the least. [EDIT] I have absolutely no idea how clerics work/have access to in 4e. So I'll leave that to any of you all who'd care to comment on that system. :) [/EDIT] From 2e on, I've always used the "specialty cleric" model, certain gods can effect certain areas over which that god "holds sway." Spells that the priest of the goddess of the sea are not the same as the god of fire, the god of war does not gain access to as many or effective healing spells as the goddess of healing or protection. It makes lots of sense, imho, and allows cleric PCs and game world religions/temples to be very different from one another. I like it a lot and use the "Spheres/Domains" thing thoroughly. What is/was your preference? Regardless of edition/system used. Do you rather "a cleric is a cleric is a cleric" for simplicity/ease of use's sake and the differences in religion and tone be done via Role-playing and world-building? Or do you prefer granting different clerics access to different things (which also, obviously, allows for role-playing and world-building to play their part)? And, secondarily, I suppose, how far is too far? In theory, one could come up with a different set of spells and powers for any god of anything. What would you say is a "Covers all the bases" amount of different Spheres/Domains? Cheers and happy Saturday, all. --Steel Dragons [/QUOTE]
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