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<blockquote data-quote="Cheiromancer" data-source="post: 3126070" data-attributes="member: 141"><p>@Sep: the old ELH system had a quirk that a cleric with the Animal or Plant domain could max out Knowledge (nature) and cast twice as many spells as other characters; 1 per 10 ranks of Knowledge (religion) and 1 per 10 ranks of Knowledge (nature). I'm wondering if at this stage you are worried about weird boundary-blurring characters who might qualify for multiple feats.</p><p></p><p>The sorcerer who takes the feat that allows spontaneous casters to prepare spells. Or a wizard who somehow acquires the ability to cast some 9th level spell spontaneously. A nature cleric who gains the wildshape class ability from a prestige class, but retains a certain ability to turn undead. A cleric of a neutral deity who somehow has acquired the ability to channel both positive and negative energy. <span style="color: DarkOrange">edit: I see you addressed this multiple meeting of criteria. Ok. Does the final clause of Epic Spell Discovery eliminate epic slots acquired through other feats?</span></p><p></p><p>Re: druids. </p><p></p><p>I agree that [acid] is less natural than the other kinds. Weapon-type damage should have a plant or animal flavor; thorns, teeth, etc.. Bludgeoning could be a kind of thunder effect, which would go well with lightning/electricity. You wouldn't need [sonic], then. </p><p></p><p>What do you think of [poison] being an energy sub-type? +2 SP, and a creature's save bonus vs. poison applies to the reflex saving throw. And creatures immune to poison are also immune to this damage. I'm thinking that it is like a +6 almost-typeless kind of effect, but basically it only affects living creatures (-4), and not all of them, at that. </p><p></p><p>@Greybar: I feel the domains are too much of a mish-mash of spells to try to tie them in a coherent way with seeds. I think that clerics should be more narrow than druids in their epic spells. Feats could change this, of course, and the feats might have access to particular domain spells as their prerequisites.</p><p></p><p>It'd be great, I think, to have characters for the different levels, but the stumbling block appears to be feats. With AMC under suspicion there is no obvious choice for what will fill those feat slots. I think the issue of equipment values is also unresolved; I think UK's cubic formula works best, but the official rule is an exponential progression. If you can resolve the questions of feats and equipment to Sepulchrave's satisfaction, I'd say go for it.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3126070, member: 141"] @Sep: the old ELH system had a quirk that a cleric with the Animal or Plant domain could max out Knowledge (nature) and cast twice as many spells as other characters; 1 per 10 ranks of Knowledge (religion) and 1 per 10 ranks of Knowledge (nature). I'm wondering if at this stage you are worried about weird boundary-blurring characters who might qualify for multiple feats. The sorcerer who takes the feat that allows spontaneous casters to prepare spells. Or a wizard who somehow acquires the ability to cast some 9th level spell spontaneously. A nature cleric who gains the wildshape class ability from a prestige class, but retains a certain ability to turn undead. A cleric of a neutral deity who somehow has acquired the ability to channel both positive and negative energy. [COLOR=DarkOrange]edit: I see you addressed this multiple meeting of criteria. Ok. Does the final clause of Epic Spell Discovery eliminate epic slots acquired through other feats?[/COLOR] Re: druids. I agree that [acid] is less natural than the other kinds. Weapon-type damage should have a plant or animal flavor; thorns, teeth, etc.. Bludgeoning could be a kind of thunder effect, which would go well with lightning/electricity. You wouldn't need [sonic], then. What do you think of [poison] being an energy sub-type? +2 SP, and a creature's save bonus vs. poison applies to the reflex saving throw. And creatures immune to poison are also immune to this damage. I'm thinking that it is like a +6 almost-typeless kind of effect, but basically it only affects living creatures (-4), and not all of them, at that. @Greybar: I feel the domains are too much of a mish-mash of spells to try to tie them in a coherent way with seeds. I think that clerics should be more narrow than druids in their epic spells. Feats could change this, of course, and the feats might have access to particular domain spells as their prerequisites. It'd be great, I think, to have characters for the different levels, but the stumbling block appears to be feats. With AMC under suspicion there is no obvious choice for what will fill those feat slots. I think the issue of equipment values is also unresolved; I think UK's cubic formula works best, but the official rule is an exponential progression. If you can resolve the questions of feats and equipment to Sepulchrave's satisfaction, I'd say go for it. [/QUOTE]
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