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Changes to Divine Casters for a Dark Ages Game
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<blockquote data-quote="Lackhand" data-source="post: 2584095" data-attributes="member: 36160"><p>I think the cleric and druid are both overpowered, and besides which, they don't do exactly what I want them to.</p><p>The obvious fix, of course, is to smack them over & over again until they're shaped right.</p><p></p><p>I also have no qualms about rewriting d20-- but I'd like to run this by you guys, since you'll catch my stupid errors before my players do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Changes:</p><p>The wizard absorbs the cleric's spell list. This isn't really all that overpowering-- it means that the guy with the d4 hit die can actually cast most of the spells in the game.</p><p>I feel like this is not unbalancing, but I'm willing to be convinced that it puts too much power into the hand of the wizard. Convince me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The cleric ceases to exist (gasp! But wait, we already gave away his/her spell list. Ah, well).</p><p></p><p>The sorceror ceases to exist, replaced by Complete Arcane's Warlock, though I still need to come up with some minor fix for the warlock's <em>eldritch blast</em>, as I don't like that it's untyped.</p><p></p><p>The druid loses the animal companion and wild shaping abilities (WTF mate?!) and uses the sorceror table for spells. S/He gains 1 domain, as a cleric, in return, and may cast each spell 1/day, at the 'proper' level, ie, 1 level early for the sorceror table.</p><p></p><p>The ranger also loses the animal companion, and the paladin loses his/her mount.</p><p></p><p>These beastly-friends can all be replaced by taking a feat.</p><p></p><p></p><p>What does this accomplish?</p><p>I always felt that the cleric was all over the place; too powerful, and sort of monotheistic but polytheistic; it felt wierd.</p><p>The druid has the whole "tie to nature" thing going, which is nice, but also is a core class that turns into animals and has a bear that follows it around; the "bear following it around" is a cool thing that I feel like anyone should be able to have; the turning into an animal trick really feels like it should take magic to achieve.</p><p></p><p>So, therefore, the wizard is made a bit stronger, because they have more options; the cleric is removed from the picture, and the druid is... changed. I feel like I may have taken a problem and made it worse-- here is my defense.</p><p>the druid has worse armor than the cleric, and is supposedly balanced via the animal companion and shapeshifting, both of which I have removed.</p><p></p><p>A little all over the place, but thoughts?</p></blockquote><p></p>
[QUOTE="Lackhand, post: 2584095, member: 36160"] I think the cleric and druid are both overpowered, and besides which, they don't do exactly what I want them to. The obvious fix, of course, is to smack them over & over again until they're shaped right. I also have no qualms about rewriting d20-- but I'd like to run this by you guys, since you'll catch my stupid errors before my players do ;) Changes: The wizard absorbs the cleric's spell list. This isn't really all that overpowering-- it means that the guy with the d4 hit die can actually cast most of the spells in the game. I feel like this is not unbalancing, but I'm willing to be convinced that it puts too much power into the hand of the wizard. Convince me ;) The cleric ceases to exist (gasp! But wait, we already gave away his/her spell list. Ah, well). The sorceror ceases to exist, replaced by Complete Arcane's Warlock, though I still need to come up with some minor fix for the warlock's [I]eldritch blast[/I], as I don't like that it's untyped. The druid loses the animal companion and wild shaping abilities (WTF mate?!) and uses the sorceror table for spells. S/He gains 1 domain, as a cleric, in return, and may cast each spell 1/day, at the 'proper' level, ie, 1 level early for the sorceror table. The ranger also loses the animal companion, and the paladin loses his/her mount. These beastly-friends can all be replaced by taking a feat. What does this accomplish? I always felt that the cleric was all over the place; too powerful, and sort of monotheistic but polytheistic; it felt wierd. The druid has the whole "tie to nature" thing going, which is nice, but also is a core class that turns into animals and has a bear that follows it around; the "bear following it around" is a cool thing that I feel like anyone should be able to have; the turning into an animal trick really feels like it should take magic to achieve. So, therefore, the wizard is made a bit stronger, because they have more options; the cleric is removed from the picture, and the druid is... changed. I feel like I may have taken a problem and made it worse-- here is my defense. the druid has worse armor than the cleric, and is supposedly balanced via the animal companion and shapeshifting, both of which I have removed. A little all over the place, but thoughts? [/QUOTE]
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