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A new way to see the cleric...
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<blockquote data-quote="SageMinerve" data-source="post: 6041518" data-attributes="member: 69067"><p>D&D Next is an opportunity, IMO, to redefine how certain things have always been done; not just for the sake of change, but because it brings something to the game.</p><p></p><p>Expertise dice and advantage/disadvantage are some examples we've seen so far.</p><p></p><p>One thing that always bugged me is the divine class category: cleric, paladin, etc.</p><p>Take the cleric. Mechanically speaking, what is a cleric in D&D?</p><p></p><p>1) He's a spell-caster.</p><p>2) Traditionally, his spells and abilities mostly revolve around 3 axes: Healing, Self- and ally support (ex: Blessing), evil thwarting (ex: Turn undead).</p><p>3) He has good, but not great, combat skills.</p><p></p><p>What bugs me is the spell management aspect of the cleric. Learning and casting spells as a cleric should not feel the same as doing it as a wizard. You might as well play a wizard with Healing spells if that's the only thing that distinguish arcane and divine. This is spell-system agnostic, by the way: it's not a question of Vancian vs AEDU vs Spell points vs whatever...</p><p></p><p>Fundamentally, a cleric is a mortal representative of his deity. He's able to perform miracles BECAUSE (and this is key in my view) his deity allows him to. If a cleric doesn't act as his deity's credo, he won't be doing miracles. Period.</p><p></p><p>Keeping this in mind and using it as a means of building an original mechanic for clerics allows for, IMO, a wonderful way to have RP influence mechanics.</p><p></p><p>This would be my proposal (and by the way, the same logic can be applied to any divine class, such as the paladin):</p><p></p><p>*A cleric following a divinity has a "Code of conduct" that's determined by that divinity's spheres, agenda and beliefs.</p><p>*When the cleric acts according to this code, he gains favor. This is easily tracked with points, let's call them Karma points for the sake of discussion.</p><p>*When the cleric performs a miracle (ie he casts a spell), you lose some Karma (equal to the spell level maybe?). Spell level is capped by cleric's level.</p><p>*If a cleric does something that's anathema to his deity (a bad idea, I think!), he loses all Karma; there might be other consequences to (for example,</p><p>something to regain the favor of your deity before you're allowed to regain Karma).</p><p>*A cleric would gain some Karma each day (Wisdom mod?).</p><p></p><p>What would the Code of Conduct look like?</p><p></p><p>For those familiar with Vampire the Masquerade (the old game, anyway; I have no idea if it's the same in the newer game), that game has a way of tracking the Morality of the PCs: Humanity (for Camarilla characters) or a Path (for Sabbat characters).</p><p>Humanity, for example, would have 10 "actions", listed from the most inhumane (#1) to the most saint-like (#10). When a PC does something that contradicts your Humanity level, you lose a Humanity level (ie you're less Human and more of a beast).</p><p></p><p>That made me think that each divinity could have a list of core beliefs, in order of increased importance. It could be something like 5 or 10 beliefs. </p><p></p><p>Example inspired from Bahamut, as defined in 3rd ed Deities & Demigods:</p><p></p><p>1) Offer information or material support to someone who needs it.</p><p>2) Take care of an injured person.</p><p>3) Promote the ideals of Good in a subtle, non-overt manner.</p><p>4) Stop an evil act.</p><p>5) Protect someone from an evil dragon.</p><p></p><p>Anathemas (consequence):</p><p>1) Lying (lose 3 Karma)</p><p>2) Perform an evil act (lose all Karma, don't regain Karma before regaining Bahamut's favor)</p><p>3) Prevent the accomplishment of a good act (lose all Karma, atone for 3 days (by prayers and meditations) before regaining Karma)</p><p></p><p>(those are just examples...)</p><p></p><p>The beliefs are voluntarily broadly defined, so the DM and PC have some wiggle room in how they interpret the actions of the character.</p><p></p><p>If the cleric gives food to someone needing it (#1), he gains 1 Karma.</p><p>If the cleric defends a village against a red dragon (#5), that would be 5 points.</p><p></p><p>In short:</p><p></p><p>1) Every deity / belief / principle has a list of core beliefs and a list of anathemas.</p><p>2) If a Cleric acts accordingly to his deity's credo, he gains Karma, thus he'll be able to cast more spells.</p><p>3) If a Cleric performs an anathema, he has to deal with the consequences.</p><p></p><p>This way, playing a cleric becomes very different from playing any other kind of spell-caster, which was my main goal with this proposal.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="SageMinerve, post: 6041518, member: 69067"] D&D Next is an opportunity, IMO, to redefine how certain things have always been done; not just for the sake of change, but because it brings something to the game. Expertise dice and advantage/disadvantage are some examples we've seen so far. One thing that always bugged me is the divine class category: cleric, paladin, etc. Take the cleric. Mechanically speaking, what is a cleric in D&D? 1) He's a spell-caster. 2) Traditionally, his spells and abilities mostly revolve around 3 axes: Healing, Self- and ally support (ex: Blessing), evil thwarting (ex: Turn undead). 3) He has good, but not great, combat skills. What bugs me is the spell management aspect of the cleric. Learning and casting spells as a cleric should not feel the same as doing it as a wizard. You might as well play a wizard with Healing spells if that's the only thing that distinguish arcane and divine. This is spell-system agnostic, by the way: it's not a question of Vancian vs AEDU vs Spell points vs whatever... Fundamentally, a cleric is a mortal representative of his deity. He's able to perform miracles BECAUSE (and this is key in my view) his deity allows him to. If a cleric doesn't act as his deity's credo, he won't be doing miracles. Period. Keeping this in mind and using it as a means of building an original mechanic for clerics allows for, IMO, a wonderful way to have RP influence mechanics. This would be my proposal (and by the way, the same logic can be applied to any divine class, such as the paladin): *A cleric following a divinity has a "Code of conduct" that's determined by that divinity's spheres, agenda and beliefs. *When the cleric acts according to this code, he gains favor. This is easily tracked with points, let's call them Karma points for the sake of discussion. *When the cleric performs a miracle (ie he casts a spell), you lose some Karma (equal to the spell level maybe?). Spell level is capped by cleric's level. *If a cleric does something that's anathema to his deity (a bad idea, I think!), he loses all Karma; there might be other consequences to (for example, something to regain the favor of your deity before you're allowed to regain Karma). *A cleric would gain some Karma each day (Wisdom mod?). What would the Code of Conduct look like? For those familiar with Vampire the Masquerade (the old game, anyway; I have no idea if it's the same in the newer game), that game has a way of tracking the Morality of the PCs: Humanity (for Camarilla characters) or a Path (for Sabbat characters). Humanity, for example, would have 10 "actions", listed from the most inhumane (#1) to the most saint-like (#10). When a PC does something that contradicts your Humanity level, you lose a Humanity level (ie you're less Human and more of a beast). That made me think that each divinity could have a list of core beliefs, in order of increased importance. It could be something like 5 or 10 beliefs. Example inspired from Bahamut, as defined in 3rd ed Deities & Demigods: 1) Offer information or material support to someone who needs it. 2) Take care of an injured person. 3) Promote the ideals of Good in a subtle, non-overt manner. 4) Stop an evil act. 5) Protect someone from an evil dragon. Anathemas (consequence): 1) Lying (lose 3 Karma) 2) Perform an evil act (lose all Karma, don't regain Karma before regaining Bahamut's favor) 3) Prevent the accomplishment of a good act (lose all Karma, atone for 3 days (by prayers and meditations) before regaining Karma) (those are just examples...) The beliefs are voluntarily broadly defined, so the DM and PC have some wiggle room in how they interpret the actions of the character. If the cleric gives food to someone needing it (#1), he gains 1 Karma. If the cleric defends a village against a red dragon (#5), that would be 5 points. In short: 1) Every deity / belief / principle has a list of core beliefs and a list of anathemas. 2) If a Cleric acts accordingly to his deity's credo, he gains Karma, thus he'll be able to cast more spells. 3) If a Cleric performs an anathema, he has to deal with the consequences. This way, playing a cleric becomes very different from playing any other kind of spell-caster, which was my main goal with this proposal. What do you think? [/QUOTE]
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