Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Iconic D&D Clerics (Blog)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 5856633" data-attributes="member: 7006"><p>You don't even need to hotwire that evolution into the game. It seems like both concepts will exist using the exact same framework, so you could play the generic cleric an entire campaign, a specialty cleric the entire campaign, or evolve a generic cleric into a specialty one at some point.</p><p></p><p>What is the generic Cleric? The archetypical Cleric?</p><p></p><p>It's a specialty priest that has all the stuff from the optional character generation modules pre-bought. That's all. Rather than each level the player getting some feats to spend for example... they get assigned standardized 'cleric abilities'. While Turn Undead might be <em>one of several</em> clerical features the specialty priests of specific gods might be able to select... for the archetypical Cleric class, they get it automatically (the assumption being it got selected 'behind the scenes' by what would have been a feat slot had it been built from the ground up using other chargen modules). Same with chain armor proficiency. Maybe specialty priests could spend a feat to get it (if that's how they chose to spend one of their feats), whereas the Cleric just gets it as part of the class.</p><p></p><p>And you can do this across the board. Despite some people saying that having 'race as class' versions of the dwarf, elf and halfling was a bad idea... it actually seems extremely simple to do. For the Elf, you pre-build an elf fighter/wizard multiclass (using the race and class modules as needed) and you call this pre-built package the Elf class. And it could match up pretty well the Elf from Basic. You can also have this type of Dwarf (dwarf fighter pre-build), Halfling (halfling rogue pre-build) and the generic Fighter, Thief and Wizard (human fighter, thief, and wizard pe-builds respectively).</p><p></p><p>So the game can include these Basic-esque 'quick and easy' character classes for players to select <em>if they want them</em>... but can easily put the more advanced character generation rules right after so that players could make specialty builds that aren't like the archetypical ones as wanted.</p><p></p><p>This is what having a solid design can get you. Things that can look and play simple, even if everything under the hood is more advanced than you realize (thus being more likely to retain game balance since they are built using the same rules as 'advanced' characters would be.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5856633, member: 7006"] You don't even need to hotwire that evolution into the game. It seems like both concepts will exist using the exact same framework, so you could play the generic cleric an entire campaign, a specialty cleric the entire campaign, or evolve a generic cleric into a specialty one at some point. What is the generic Cleric? The archetypical Cleric? It's a specialty priest that has all the stuff from the optional character generation modules pre-bought. That's all. Rather than each level the player getting some feats to spend for example... they get assigned standardized 'cleric abilities'. While Turn Undead might be [I]one of several[/I] clerical features the specialty priests of specific gods might be able to select... for the archetypical Cleric class, they get it automatically (the assumption being it got selected 'behind the scenes' by what would have been a feat slot had it been built from the ground up using other chargen modules). Same with chain armor proficiency. Maybe specialty priests could spend a feat to get it (if that's how they chose to spend one of their feats), whereas the Cleric just gets it as part of the class. And you can do this across the board. Despite some people saying that having 'race as class' versions of the dwarf, elf and halfling was a bad idea... it actually seems extremely simple to do. For the Elf, you pre-build an elf fighter/wizard multiclass (using the race and class modules as needed) and you call this pre-built package the Elf class. And it could match up pretty well the Elf from Basic. You can also have this type of Dwarf (dwarf fighter pre-build), Halfling (halfling rogue pre-build) and the generic Fighter, Thief and Wizard (human fighter, thief, and wizard pe-builds respectively). So the game can include these Basic-esque 'quick and easy' character classes for players to select [I]if they want them[/I]... but can easily put the more advanced character generation rules right after so that players could make specialty builds that aren't like the archetypical ones as wanted. This is what having a solid design can get you. Things that can look and play simple, even if everything under the hood is more advanced than you realize (thus being more likely to retain game balance since they are built using the same rules as 'advanced' characters would be.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Iconic D&D Clerics (Blog)
Top