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New cleric system?
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<blockquote data-quote="steeldragons" data-source="post: 5842009" data-attributes="member: 92511"><p>For my own homebrew, I allow spontaneous casting for Cleric spells of 1st and 2nd level. No need for "memorizing" or anything. Just pray/invoke as you need it.</p><p></p><p>This is to model/flavor the cleric/priest's "official religious connection" to the deity's power.</p><p></p><p>Also, all clerics in my world are "2e-styled specialty clerics". So clerics of one deity do not necessarily have access to the same spells as another.</p><p></p><p>But reading some of the suggestions for taking this "flavor/fluff" a bit further...maybe opening it up to all cleric spell levels (or even up to 4th or something, higher level requiring more "direct attention" from the god or their servants) or "prayer/devotion" on the fly might further separate the cleric from the mage.</p><p></p><p>IOW, yes, you start with x number of spells (spell slots) at the beginning of the day. Say you cast them in one battle and then spend an hour that afternoon (or whenever you have a suitably safe/secure space and moment) in meditation and/or giving tribute or what have you to get them back.</p><p></p><p>I would NOT like an "encounter" power that has no flavor/fluff to back it up. The magic "just comes back" with no in game ramification doesn't work for me/my style of play (what happens if the next "encounter" is 15 in-game minutes later when unexpected reinforcements arrive?).</p><p></p><p>But saying, spend an hour (or 15 minutes per spell slot or however you work it out), say your "afternoon or evening prayers," set up a few stones in the corner of the battle site as a makeshift shrine to your god and make a "donation" or "sacrifice" of the defeated foes' weapon...or whatever...and you get back your allotment then...that's fine with me...and keeps things interesting in-game...i.e. You may not have time or opportunity to regain your spells right away...but when you find somewhere decently secure/safe, maybe you can.</p><p></p><p>So, maybe your powers aren't achievable <em>every</em> "encounter"...maybe you can't/don't have time before the next encounter, but do before the third one or before you go to bed and so are at "full power" when your camp is attacked that night on watch...while the spent mage is still trying to get some Zzz's.</p><p></p><p>And further separates the priests from the mages in that they can cast multiple times per day whereas the mages must memorize and then are spent for the day without the 8 hours of rest thing to recharge their internal batteries.</p><p></p><p>Clerics don't really function as a 'battery", they are a "conduit" and when they "do the right things (prayers, tributes, hymns, acting in accordance with their faith, etc.) to keep their conduit clear/open" the power flows.</p><p></p><p>Just some thoughts coalescing from some other fun/intriguing suggestions in this thread.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5842009, member: 92511"] For my own homebrew, I allow spontaneous casting for Cleric spells of 1st and 2nd level. No need for "memorizing" or anything. Just pray/invoke as you need it. This is to model/flavor the cleric/priest's "official religious connection" to the deity's power. Also, all clerics in my world are "2e-styled specialty clerics". So clerics of one deity do not necessarily have access to the same spells as another. But reading some of the suggestions for taking this "flavor/fluff" a bit further...maybe opening it up to all cleric spell levels (or even up to 4th or something, higher level requiring more "direct attention" from the god or their servants) or "prayer/devotion" on the fly might further separate the cleric from the mage. IOW, yes, you start with x number of spells (spell slots) at the beginning of the day. Say you cast them in one battle and then spend an hour that afternoon (or whenever you have a suitably safe/secure space and moment) in meditation and/or giving tribute or what have you to get them back. I would NOT like an "encounter" power that has no flavor/fluff to back it up. The magic "just comes back" with no in game ramification doesn't work for me/my style of play (what happens if the next "encounter" is 15 in-game minutes later when unexpected reinforcements arrive?). But saying, spend an hour (or 15 minutes per spell slot or however you work it out), say your "afternoon or evening prayers," set up a few stones in the corner of the battle site as a makeshift shrine to your god and make a "donation" or "sacrifice" of the defeated foes' weapon...or whatever...and you get back your allotment then...that's fine with me...and keeps things interesting in-game...i.e. You may not have time or opportunity to regain your spells right away...but when you find somewhere decently secure/safe, maybe you can. So, maybe your powers aren't achievable [I]every[/I] "encounter"...maybe you can't/don't have time before the next encounter, but do before the third one or before you go to bed and so are at "full power" when your camp is attacked that night on watch...while the spent mage is still trying to get some Zzz's. And further separates the priests from the mages in that they can cast multiple times per day whereas the mages must memorize and then are spent for the day without the 8 hours of rest thing to recharge their internal batteries. Clerics don't really function as a 'battery", they are a "conduit" and when they "do the right things (prayers, tributes, hymns, acting in accordance with their faith, etc.) to keep their conduit clear/open" the power flows. Just some thoughts coalescing from some other fun/intriguing suggestions in this thread. --SD [/QUOTE]
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