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Religion-heavy, low-magic campaign settings.. balancing it out
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<blockquote data-quote="maransreth" data-source="post: 327023" data-attributes="member: 4390"><p>I think the main thing you need to think about, is are clerics the divine and fighting type or just the pious clerics of ol Christianity.</p><p>That is no armour ability and get rid of that good fort save.</p><p>Then give them access to a third domain.</p><p>Make the normal cleric the temple guards and just limit the amount of spells they get.</p><p></p><p>Also there would be a large number of clerics everywhere and how do they feel about this arcane magic and their users?</p><p>If they feel threatened they might take action against the arcanists and perhaps have ways of overcoming them, eg resistance to arcane spells (+2 to save against certain spells) when they are in a religious frenzy.</p></blockquote><p></p>
[QUOTE="maransreth, post: 327023, member: 4390"] I think the main thing you need to think about, is are clerics the divine and fighting type or just the pious clerics of ol Christianity. That is no armour ability and get rid of that good fort save. Then give them access to a third domain. Make the normal cleric the temple guards and just limit the amount of spells they get. Also there would be a large number of clerics everywhere and how do they feel about this arcane magic and their users? If they feel threatened they might take action against the arcanists and perhaps have ways of overcoming them, eg resistance to arcane spells (+2 to save against certain spells) when they are in a religious frenzy. [/QUOTE]
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Religion-heavy, low-magic campaign settings.. balancing it out
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