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Changing Divine classes.
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<blockquote data-quote="DrunkonDuty" data-source="post: 9279623" data-attributes="member: 54364"><p>Just to warn you, my preference is to do away with classes all together. I much prefer points based systems. So all my thoughts are coloured by this attitude.</p><p></p><p>My first thought is that the divine magic/arcane magic split is dumb. I would just lump all spells together. Characters have pretty finite choices anway, they'll pick their own themes.</p><p></p><p>Your frontline chaplains sound like bards. But with maybe a broader range of aura based abilities. I'm honestly not seeing a huge difference between your chaplains and your champions. Yes, some of the powers are different, but then champions of one faith have different powers to champions of another faith. It's a small leap to chaplains and champions just being different flavours of the same game mechanics.</p><p></p><p>Speaking of which - champions (paladins, marshals, bards, call em what you will) could choose from various feats for modelling their powers. Beserk rages, holy smitings, inspirational and protective auras, warlock blasts, you name it. Pathfinder and dNd 3 have lists of domain spells and powers you can use for inspiration (cough, steal, cough) for your own lists of powers and feats.</p><p></p><p>In your post you suggest characters who are embodying some divine tenet or abiding by a supernatural contract could have limitations on their actions/behaviours/power selection. I'd give the character more powers for more, or more restrictive, limitations.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9279623, member: 54364"] Just to warn you, my preference is to do away with classes all together. I much prefer points based systems. So all my thoughts are coloured by this attitude. My first thought is that the divine magic/arcane magic split is dumb. I would just lump all spells together. Characters have pretty finite choices anway, they'll pick their own themes. Your frontline chaplains sound like bards. But with maybe a broader range of aura based abilities. I'm honestly not seeing a huge difference between your chaplains and your champions. Yes, some of the powers are different, but then champions of one faith have different powers to champions of another faith. It's a small leap to chaplains and champions just being different flavours of the same game mechanics. Speaking of which - champions (paladins, marshals, bards, call em what you will) could choose from various feats for modelling their powers. Beserk rages, holy smitings, inspirational and protective auras, warlock blasts, you name it. Pathfinder and dNd 3 have lists of domain spells and powers you can use for inspiration (cough, steal, cough) for your own lists of powers and feats. In your post you suggest characters who are embodying some divine tenet or abiding by a supernatural contract could have limitations on their actions/behaviours/power selection. I'd give the character more powers for more, or more restrictive, limitations. [/QUOTE]
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