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Nature Clerics vs. Druids?
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<blockquote data-quote="Chaosmancer" data-source="post: 8110720" data-attributes="member: 6801228"><p>Personally, I wouldn't even see it as good for DMs. </p><p></p><p>I think I mentioned it already, but I am 100% fine disconnecting Power Sources from classes. I do not need to say that all wizards are Arcane Casters. </p><p></p><p>But, I do like the ability to say that Arcane Magic exists, and is a way that the class could work. </p><p></p><p></p><p>Before 4e, Druids and Rangers were divine casters. They used the magic of the gods. And this bothers me, because Druids just being a different type of cleric and Rangers just being a different type of Paladin does not work. It breaks things for me in a way that makes world-building difficult, because if I did not make them Divine, then my only other option was Arcane, and they aren't wizards either. </p><p></p><p>Primal gave me an out. Reading that for the first time blew my mind and opened the door for how I could arrange those three classes and position them inside of the framework of magic. It made my life as a DM so much easier, and I now have a much better framework for things (Bards being the only exception, but I'm still toying with them) </p><p></p><p>So, if the problem is you don't want to say that all Wizards are Arcane and all Druids are Primal and all Clerics are Divine.... fine, don't say that. You can mix and match them. But, the concept of there being a third way, a third type of magic that could fit these classes that otherwise did not have a very good place in the theory of magic, that is too useful for me to abandon. </p><p></p><p>Primal Magic is the magic of the World and Spirits. </p><p>Divine Magic is the magic of Faith and communities. </p><p>Arcane magic is the fundamental math of the universe, the power of the strings of reality that hold it all up. </p><p></p><p>This works for me. And I don't need to chain classes to a short leash within those bounds. I just want those general areas to exist and interact.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8110720, member: 6801228"] Personally, I wouldn't even see it as good for DMs. I think I mentioned it already, but I am 100% fine disconnecting Power Sources from classes. I do not need to say that all wizards are Arcane Casters. But, I do like the ability to say that Arcane Magic exists, and is a way that the class could work. Before 4e, Druids and Rangers were divine casters. They used the magic of the gods. And this bothers me, because Druids just being a different type of cleric and Rangers just being a different type of Paladin does not work. It breaks things for me in a way that makes world-building difficult, because if I did not make them Divine, then my only other option was Arcane, and they aren't wizards either. Primal gave me an out. Reading that for the first time blew my mind and opened the door for how I could arrange those three classes and position them inside of the framework of magic. It made my life as a DM so much easier, and I now have a much better framework for things (Bards being the only exception, but I'm still toying with them) So, if the problem is you don't want to say that all Wizards are Arcane and all Druids are Primal and all Clerics are Divine.... fine, don't say that. You can mix and match them. But, the concept of there being a third way, a third type of magic that could fit these classes that otherwise did not have a very good place in the theory of magic, that is too useful for me to abandon. Primal Magic is the magic of the World and Spirits. Divine Magic is the magic of Faith and communities. Arcane magic is the fundamental math of the universe, the power of the strings of reality that hold it all up. This works for me. And I don't need to chain classes to a short leash within those bounds. I just want those general areas to exist and interact. [/QUOTE]
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