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Star Wars ----> Fantasy conversion?
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<blockquote data-quote="willpax" data-source="post: 122634" data-attributes="member: 1602"><p><strong>Fitting clerics into VP-powered magic</strong></p><p></p><p>I'm currently toying with a system that adapts D&D style magic to a WP/VP system, and have dealt with clerics in the following way: </p><p></p><p>I have always leaned toward the "clerics gain power through the collective faith of the worshippers" rationalization. So clerics gain a separate pool of power points from their own prayers and the "contributions" of other PCs and NPCs through worship. I am currently adjusting the numbers, but the main concept would be a cap on total power a character is able to pool based on wisdom and level. </p><p></p><p>This adjustment gives clerics much more power at their disposal than arcane magicians, so I also adjust the magical capabilities. Essentially, clerics are good at producing minor effects over a wide range/lots of people (making them essentially war mages, able to give an entire platoon a small bonus) or they are able to perform single spectacular effects (such as instant healing of wounds). I am still tinkering with the numbers. </p><p></p><p>One aspect of balance is that the bad guys have access to the same power pool. Makes those leaders-of-large-bands-of-evil-cultists just a bit meaner. . .</p></blockquote><p></p>
[QUOTE="willpax, post: 122634, member: 1602"] [b]Fitting clerics into VP-powered magic[/b] I'm currently toying with a system that adapts D&D style magic to a WP/VP system, and have dealt with clerics in the following way: I have always leaned toward the "clerics gain power through the collective faith of the worshippers" rationalization. So clerics gain a separate pool of power points from their own prayers and the "contributions" of other PCs and NPCs through worship. I am currently adjusting the numbers, but the main concept would be a cap on total power a character is able to pool based on wisdom and level. This adjustment gives clerics much more power at their disposal than arcane magicians, so I also adjust the magical capabilities. Essentially, clerics are good at producing minor effects over a wide range/lots of people (making them essentially war mages, able to give an entire platoon a small bonus) or they are able to perform single spectacular effects (such as instant healing of wounds). I am still tinkering with the numbers. One aspect of balance is that the bad guys have access to the same power pool. Makes those leaders-of-large-bands-of-evil-cultists just a bit meaner. . . [/QUOTE]
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