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<blockquote data-quote="smootrk" data-source="post: 4195685" data-attributes="member: 28583"><p>I think the key to making these deity specific classes not take over the niches of the other base classes is to include certain limits or behavioral parameters. After all, real world priests of different religions have certain oaths or callings to adhere to such as celibacy, marriages, vows of poverty (not to be confused with the goofy feat/vow from Book of Exalted). Certain weapons could be forbidden, or armors, or even types of companions (paladin god says NO to barbarians or law breaking thieves). </p><p></p><p>Another area where the differences between priests would be prominent would be the spell list (as mentioned above). Instead of just the domain benefit spells being the only difference - I can see much more changes in the list. A great number of spells could be dropped off of any priest's list unless their deity actual has some dominion in that area. For instance, I would doubt that a peaceful non-violent healing god would have 'any' of the common damaging spells. Conversely, no fire god would take anything involved with water, rain, mist, etc.</p><p></p><p>The limits of each priest should present themselves as they are designed. Start the class design with nothing, then start to build up the class including just the minimum to model for that deity.... <u>not</u> deconstructing the existing ultra utilitarian cleric class trying to strip out only the stuff that does not match the god in question.</p></blockquote><p></p>
[QUOTE="smootrk, post: 4195685, member: 28583"] I think the key to making these deity specific classes not take over the niches of the other base classes is to include certain limits or behavioral parameters. After all, real world priests of different religions have certain oaths or callings to adhere to such as celibacy, marriages, vows of poverty (not to be confused with the goofy feat/vow from Book of Exalted). Certain weapons could be forbidden, or armors, or even types of companions (paladin god says NO to barbarians or law breaking thieves). Another area where the differences between priests would be prominent would be the spell list (as mentioned above). Instead of just the domain benefit spells being the only difference - I can see much more changes in the list. A great number of spells could be dropped off of any priest's list unless their deity actual has some dominion in that area. For instance, I would doubt that a peaceful non-violent healing god would have 'any' of the common damaging spells. Conversely, no fire god would take anything involved with water, rain, mist, etc. The limits of each priest should present themselves as they are designed. Start the class design with nothing, then start to build up the class including just the minimum to model for that deity.... [U]not[/U] deconstructing the existing ultra utilitarian cleric class trying to strip out only the stuff that does not match the god in question. [/QUOTE]
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