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General Tabletop Discussion
*Pathfinder & Starfinder
Possible Cleric Change.
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<blockquote data-quote="Eolin" data-source="post: 2030101" data-attributes="member: 13266"><p>Wow, a lot of good quick responces.</p><p></p><p>Nifft, thanks for the linkage. I like quite a few of the domain powers, though some of it seems too powerful -- maybe instead of upping the power of the other domains, I could lower the power of the healing domain somehow?</p><p></p><p>I don't know how to do that -- it already just provides what is really thought of as the healing spell at each level. Oh well, its not a big deal I guess. And knowing my players, they might not take it anyway.</p><p></p><p>In this particular game, I don't think clerical magic is going to come from gods necessarily -- but directly from insight. As that is the case, I'm considering changing the number of domains, or at least allow for ways to learn more domains.</p><p></p><p>Maybe start with one and gain one every five? I would like something that feels more organic, though, perhaps a sacrifice of XP or spells per day or something like that to gain an additional spell?</p><p></p><p>That way, they don't have to gain more domains. I want the idea to be that they can add breadth to understanding and grasp more fields than they did before and thus, have closer access to some domain.</p><p></p><p>But aside from that, how does one at first and one at fifth and every five thereafter sound? At 20th, that'd be 5 domains, which sounds like a whole lot -- that may be too many possible substitutions, to where they feel they no longer need to memorize spells. I certainly don't want to up the power of the class, just change some flavor.</p><p></p><p></p><p>Oooh: Idea right before I posted, could it be that you sacrifice the *ability* to turn once a day to gain another domain? How does that sound?</p></blockquote><p></p>
[QUOTE="Eolin, post: 2030101, member: 13266"] Wow, a lot of good quick responces. Nifft, thanks for the linkage. I like quite a few of the domain powers, though some of it seems too powerful -- maybe instead of upping the power of the other domains, I could lower the power of the healing domain somehow? I don't know how to do that -- it already just provides what is really thought of as the healing spell at each level. Oh well, its not a big deal I guess. And knowing my players, they might not take it anyway. In this particular game, I don't think clerical magic is going to come from gods necessarily -- but directly from insight. As that is the case, I'm considering changing the number of domains, or at least allow for ways to learn more domains. Maybe start with one and gain one every five? I would like something that feels more organic, though, perhaps a sacrifice of XP or spells per day or something like that to gain an additional spell? That way, they don't have to gain more domains. I want the idea to be that they can add breadth to understanding and grasp more fields than they did before and thus, have closer access to some domain. But aside from that, how does one at first and one at fifth and every five thereafter sound? At 20th, that'd be 5 domains, which sounds like a whole lot -- that may be too many possible substitutions, to where they feel they no longer need to memorize spells. I certainly don't want to up the power of the class, just change some flavor. Oooh: Idea right before I posted, could it be that you sacrifice the *ability* to turn once a day to gain another domain? How does that sound? [/QUOTE]
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Possible Cleric Change.
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