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Dark Sun 4e: Can it work?
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<blockquote data-quote="Staffan" data-source="post: 4471910" data-attributes="member: 907"><p>Templars started out slower with spellcasting (no spells at all at first level), but at really high levels (15+ or so) outperformed regular clerics. They also had access to all weapons, which Dark Sun clerics did not (air clerics could only use spears and ranged weapons; fire clerics could only use flaming weapons or those made of obsidian; earth clerics could use any weapon made of stone, obsidian, wood, or metal - but not bone; and water clerics were limited to weapons made of once-living materials like wood and bone).</p><p></p><p>Their biggest advantage, mechanics-wise, was that they had Major access to all spheres of priest magic (Dark Sun used a different sphere scheme than regular 2e, where spells that were associated with a specific element were classified as that element, and all others came under the general heading of Cosmos). Elemental clerics only had major access to their elemental sphere, and minor access (up to 3rd level spells) to Cosmos. That meant that regular clerics couldn't cast any healing spells more powerful than Cure Light Wounds (and Moderate if you used Spells & Magic).</p><p></p><p>If you used the level 20+ rules from Dragon Kings, templars were screwed, however. Their whole post-20 advancement could be summed up as "none." Sorcerer-kings don't like it if their servants get <strong>too</strong> powerful.</p></blockquote><p></p>
[QUOTE="Staffan, post: 4471910, member: 907"] Templars started out slower with spellcasting (no spells at all at first level), but at really high levels (15+ or so) outperformed regular clerics. They also had access to all weapons, which Dark Sun clerics did not (air clerics could only use spears and ranged weapons; fire clerics could only use flaming weapons or those made of obsidian; earth clerics could use any weapon made of stone, obsidian, wood, or metal - but not bone; and water clerics were limited to weapons made of once-living materials like wood and bone). Their biggest advantage, mechanics-wise, was that they had Major access to all spheres of priest magic (Dark Sun used a different sphere scheme than regular 2e, where spells that were associated with a specific element were classified as that element, and all others came under the general heading of Cosmos). Elemental clerics only had major access to their elemental sphere, and minor access (up to 3rd level spells) to Cosmos. That meant that regular clerics couldn't cast any healing spells more powerful than Cure Light Wounds (and Moderate if you used Spells & Magic). If you used the level 20+ rules from Dragon Kings, templars were screwed, however. Their whole post-20 advancement could be summed up as "none." Sorcerer-kings don't like it if their servants get [B]too[/B] powerful. [/QUOTE]
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