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<blockquote data-quote="Staffan" data-source="post: 7159448" data-attributes="member: 907"><p>Original Dark Sun had a class <strong>called</strong> cleric, but it bore little resemblance to the regular cleric. They had only limited access to non-elemental magic (which, due to the way the system worked, meant that the only healing spell they got was <em>cure light wounds</em>, and things like <em>restoration</em> or <em>raise dead</em> were left to druids), and were limited in what weapons they could use based on their elemental pacts. This was partially possible due to the flexibility of the Priest chassis back in 2e, and partially because they rewrote the Priest spell list for Dark Sun.</p><p></p><p>One of the more clever things the 4e version of Dark Sun did was to look at the cleric, particularly the more clearly defined basher or radiance-based cleric archetypes, and say "No, these are not what we want in Dark Sun." Instead they had shamans communing with spirits to fill the cleric's role. They could probably have done a better job giving them a stronger elemental identity, but it's a lot better than having "classic" clerics in Dark Sun.</p><p></p><p></p><p>Settings should expand the game in some directions, but limit them in others. They should not necessarily be "Forgotten Realms but with extra _____". They should have their own identity, which includes limiting available options.</p><p></p><p>I mean, look at Magic: the Gathering. The current set takes place on the world of Amonkhet, inspired by ancient Egypt (and Nicol Bolas). This world does not have elves (other than Nissa, who's from Zendikar and planeswalked to Amonkhet so she doesn't count) or goblins - because they don't match the theme. You have other creatures that to some degree serve the same role of being small-to-medium green and red creatures (naga and jackal-men), but not elves or goblins.</p><p></p><p></p><p>Because it doesn't match the theme. The setting should not bend or break to match something found in other settings.</p><p></p><p>But then again, I've always been more interested in setting and story than particular characters or rules mechanisms. I don't really have a favorite class in the game, so I'm not bothered if someone says "this setting has no clerics."</p></blockquote><p></p>
[QUOTE="Staffan, post: 7159448, member: 907"] Original Dark Sun had a class [B]called[/B] cleric, but it bore little resemblance to the regular cleric. They had only limited access to non-elemental magic (which, due to the way the system worked, meant that the only healing spell they got was [I]cure light wounds[/I], and things like [I]restoration[/I] or [I]raise dead[/I] were left to druids), and were limited in what weapons they could use based on their elemental pacts. This was partially possible due to the flexibility of the Priest chassis back in 2e, and partially because they rewrote the Priest spell list for Dark Sun. One of the more clever things the 4e version of Dark Sun did was to look at the cleric, particularly the more clearly defined basher or radiance-based cleric archetypes, and say "No, these are not what we want in Dark Sun." Instead they had shamans communing with spirits to fill the cleric's role. They could probably have done a better job giving them a stronger elemental identity, but it's a lot better than having "classic" clerics in Dark Sun. Settings should expand the game in some directions, but limit them in others. They should not necessarily be "Forgotten Realms but with extra _____". They should have their own identity, which includes limiting available options. I mean, look at Magic: the Gathering. The current set takes place on the world of Amonkhet, inspired by ancient Egypt (and Nicol Bolas). This world does not have elves (other than Nissa, who's from Zendikar and planeswalked to Amonkhet so she doesn't count) or goblins - because they don't match the theme. You have other creatures that to some degree serve the same role of being small-to-medium green and red creatures (naga and jackal-men), but not elves or goblins. Because it doesn't match the theme. The setting should not bend or break to match something found in other settings. But then again, I've always been more interested in setting and story than particular characters or rules mechanisms. I don't really have a favorite class in the game, so I'm not bothered if someone says "this setting has no clerics." [/QUOTE]
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