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<blockquote data-quote="Madmage" data-source="post: 6208426" data-attributes="member: 6693380"><p>Well we envisioned it both as flavor and some mechanical difference in spell lists, skills and some abilities they use. A "primalist" would have certain benefits related to being out in nature whether it's an ancient pristine forest, the top of a mountain or a barren desert. Spell components come from what can be found in nature like herbs, plants, or come from animals. They draw power from places of magical power where they can attune themselves to the Land. While being a spontaneous caster, the spells at their disposal would be affected by the environment they found themselves. A summon nature's ally type spell would draw a creature that would normally be found there. An entangle spell would simply not work in a desert or arctic setting. From a mechanical and playstyle point of view, the player character will have to be very thoughtful of the terrain they are in. </p><p></p><p>Mentalist's spells/powers would be more along the lines of self-buffs or effects against 1 target. Very rarely would they require spell components except for certain foci for extremely powerful or long running effects to help them maintain their concentration. One thing we did think of was they could cannibalize their own bodies in a way to go beyond some of their limitations (like say taking temporary or even permanent con/wis damage to eke out more spells when in a tight spot). </p><p></p><p>Arcanists would be the straight up wizard/mage types that study magical phenomena from the point of view of scholars trying to learn the secrets of manipulating the universe. There would be more emphasis on magical formula, exotic materials and even metamagic to alter their effects. While they would be the only spellcasters to follow a vancian magic model, they would rely more heavily, and be the masters, on rituals. </p><p></p><p></p><p></p><p></p><p>Honestly, we didn't go into defining all mechanics because it was more of a discussion that spawned from the sub-themes presented in D&D Next but also existed throughout the history of D&D through either kits, prestige classes, etc. My gaming group has played about a dozen different gaming systems over the years (I don't count different editions in that list) so for us the idea was really to give players, both old and new, flavour to inspire them and make characters that are different and yet consistent within the system/setting. </p><p></p><p></p><p></p><p>My experience with 4th edition was very limited but 3rd edition really dropped the ball on clerics when compared to the specialty priests provided in the various gods or setting books of AD&D 2nd edition. The 3rd edition clerics were too similar except for the domain powers/lists. In the previous edition, their armor and weapon proficiencies would change, they would gain unique special powers akin to to the domains as well, and occasionally non-weapon proficiencies (or skills) would be thrown in to really add flavour and differentiate one another. Personally, I'm glad to see somewhat of a return to that with the new domains in Next and this would go a long way in establishing a clear cut line of demarcation between Paladins and all but the most martial of clerics.</p></blockquote><p></p>
[QUOTE="Madmage, post: 6208426, member: 6693380"] Well we envisioned it both as flavor and some mechanical difference in spell lists, skills and some abilities they use. A "primalist" would have certain benefits related to being out in nature whether it's an ancient pristine forest, the top of a mountain or a barren desert. Spell components come from what can be found in nature like herbs, plants, or come from animals. They draw power from places of magical power where they can attune themselves to the Land. While being a spontaneous caster, the spells at their disposal would be affected by the environment they found themselves. A summon nature's ally type spell would draw a creature that would normally be found there. An entangle spell would simply not work in a desert or arctic setting. From a mechanical and playstyle point of view, the player character will have to be very thoughtful of the terrain they are in. Mentalist's spells/powers would be more along the lines of self-buffs or effects against 1 target. Very rarely would they require spell components except for certain foci for extremely powerful or long running effects to help them maintain their concentration. One thing we did think of was they could cannibalize their own bodies in a way to go beyond some of their limitations (like say taking temporary or even permanent con/wis damage to eke out more spells when in a tight spot). Arcanists would be the straight up wizard/mage types that study magical phenomena from the point of view of scholars trying to learn the secrets of manipulating the universe. There would be more emphasis on magical formula, exotic materials and even metamagic to alter their effects. While they would be the only spellcasters to follow a vancian magic model, they would rely more heavily, and be the masters, on rituals. Honestly, we didn't go into defining all mechanics because it was more of a discussion that spawned from the sub-themes presented in D&D Next but also existed throughout the history of D&D through either kits, prestige classes, etc. My gaming group has played about a dozen different gaming systems over the years (I don't count different editions in that list) so for us the idea was really to give players, both old and new, flavour to inspire them and make characters that are different and yet consistent within the system/setting. My experience with 4th edition was very limited but 3rd edition really dropped the ball on clerics when compared to the specialty priests provided in the various gods or setting books of AD&D 2nd edition. The 3rd edition clerics were too similar except for the domain powers/lists. In the previous edition, their armor and weapon proficiencies would change, they would gain unique special powers akin to to the domains as well, and occasionally non-weapon proficiencies (or skills) would be thrown in to really add flavour and differentiate one another. Personally, I'm glad to see somewhat of a return to that with the new domains in Next and this would go a long way in establishing a clear cut line of demarcation between Paladins and all but the most martial of clerics. [/QUOTE]
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