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D&D Debuts Playtest for Psion Class
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<blockquote data-quote="Staffan" data-source="post: 9672618" data-attributes="member: 907"><p>I was actually not particularly fond of the para-elemental clerics as introduced in Earth Air Fire and Water. There was a lot of cool stuff in it, like the minor granted powers and some new cool spells, but I didn't particularly care for that aspect.</p><p></p><p>One of the things I liked about OG Dark Sun clerics was that the elements are fundamentally amoral. They don't <strong>care</strong> about people. They only care for their own statuses on the material plane. The <strong>clerics</strong> can be good or evil, but the elements themselves don't care. But EAFW added a good/evil nature to the elements: the regular elements were sort of good, or at least eco-friendly (even fire wanted there to be more forests and vegetation, so it'd have more things to burn), and air was even anti-slavery. And then you had the para-elements where three out of four were actively destructive, with Silt demanding communities near the Sea of Silt actively erode the soil to let it expand, and with Sun wanting vegetation destroyed so there wouldn't be any shade. Further, it broke the pre-existing (from the Monstrous Compendium Appendix* and the Prism Pentad novels) association of Fire with the Sun.</p><p></p><p>I think it's cooler if we can have good or evil clerics of all elements, instead of having good(ish) clerics of the pure elements and evil clerics of the mixed ones. I did think it was a cool concept though that elemental clerics could cooperate in order to access para-elemental spells.</p><p></p><p>* "Air represents the act of living, as a child gulps it when first entering the world, and a dying man exhales it is as his last act before death. Water is life itself, always in need and never taken for granted. Earth represents the world, always changing, always harsh, but dependably always there. Fire represents the heat of the sun, the burning desert, and all that was lost."</p></blockquote><p></p>
[QUOTE="Staffan, post: 9672618, member: 907"] I was actually not particularly fond of the para-elemental clerics as introduced in Earth Air Fire and Water. There was a lot of cool stuff in it, like the minor granted powers and some new cool spells, but I didn't particularly care for that aspect. One of the things I liked about OG Dark Sun clerics was that the elements are fundamentally amoral. They don't [B]care[/B] about people. They only care for their own statuses on the material plane. The [B]clerics[/B] can be good or evil, but the elements themselves don't care. But EAFW added a good/evil nature to the elements: the regular elements were sort of good, or at least eco-friendly (even fire wanted there to be more forests and vegetation, so it'd have more things to burn), and air was even anti-slavery. And then you had the para-elements where three out of four were actively destructive, with Silt demanding communities near the Sea of Silt actively erode the soil to let it expand, and with Sun wanting vegetation destroyed so there wouldn't be any shade. Further, it broke the pre-existing (from the Monstrous Compendium Appendix* and the Prism Pentad novels) association of Fire with the Sun. I think it's cooler if we can have good or evil clerics of all elements, instead of having good(ish) clerics of the pure elements and evil clerics of the mixed ones. I did think it was a cool concept though that elemental clerics could cooperate in order to access para-elemental spells. * "Air represents the act of living, as a child gulps it when first entering the world, and a dying man exhales it is as his last act before death. Water is life itself, always in need and never taken for granted. Earth represents the world, always changing, always harsh, but dependably always there. Fire represents the heat of the sun, the burning desert, and all that was lost." [/QUOTE]
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