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The Not-Cleric Class for the Other Powers
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<blockquote data-quote="Minigiant" data-source="post: 9256676" data-attributes="member: 63508"><p>The cleric, druid, warlock, and sorcerer spell list do not contain the spells to portray some concepts well. And subclasses have limited ability to add to them before making the class overpowered as TCOE shows.</p><p></p><p>It's essentially the Wildshape problem.</p><ul> <li data-xf-list-type="ul">You let the druid transform into any beast and create a statblock for each common beast form. Mechanically a druid transformed into a bear, wolf, or lion would feel more accurate to the lore. A lot of work.</li> <li data-xf-list-type="ul">You let the druid transform into any beast and create a basic template to represent multiple best forms without mechanical changes. Mechanically the bear or boar has the same form but the druid can be both or even a combination with no additional work.</li> <li data-xf-list-type="ul">You let the druid transform into any beast and create a basic template to represent multiple best forms with mechanical options. Mechanically the bear or boar has the same form but the druid can alter the form to be slightly more accurate mechanically and narratively with additional work.</li> </ul><p>With this situation</p><ul> <li data-xf-list-type="ul">You let the player choose cleric, druid, warlock, and sorcerer and create additional classes to represent an deity-agent relationships and spell-list not present. A lot of work.</li> <li data-xf-list-type="ul">You let the player choose cleric, druid, warlock, and sorcerer and their subclasses to create an agent of a deity or not-deity. For some it work work fine. For others due to class limitations, there might be mechanical and narrative dissonance as you'd be pretending an angel is a magma beast or that a radiant blast is psionic assault.</li> <li data-xf-list-type="ul">You let the player choose cleric, druid, warlock, and sorcerer and create a subclasses for each theme of every a deity or not-deity in the setting.</li> </ul><p>Any option is valid.</p><p></p><p>Just acknowledging that the gaps exist and aresignificant. It'll be worse when the new books come out. </p><p></p><p>There are no Air, Earth, or Water subclasses now. Just a mismatch in Tempest. At least Sea is coming.</p><p>No Archery or Hunter spellcaster subclasses for g or ods of the hunt, archery gods, and primal hunters.</p><p>Nothing for Wood/Plants or Metal either.</p><p>We have Order but no Chaos.</p><p>We have Light but no Darkness.</p><p>Knowledge and Trickery but no Secrets.</p><p>Giants are repesented by Barbarians. </p><p>Nothing for Monstrosities.</p><p>Freedom or Liberty</p><p>Sun, Moon, Stars, and Land but no Comet. Sad Sigmar Noises</p><p>Life, Death, and Grave but no Plague.</p><p>Crown but no Commoner.</p><p></p><p>Plently of holes for driven 3PPs.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9256676, member: 63508"] The cleric, druid, warlock, and sorcerer spell list do not contain the spells to portray some concepts well. And subclasses have limited ability to add to them before making the class overpowered as TCOE shows. It's essentially the Wildshape problem. [LIST] [*]You let the druid transform into any beast and create a statblock for each common beast form. Mechanically a druid transformed into a bear, wolf, or lion would feel more accurate to the lore. A lot of work. [*]You let the druid transform into any beast and create a basic template to represent multiple best forms without mechanical changes. Mechanically the bear or boar has the same form but the druid can be both or even a combination with no additional work. [*]You let the druid transform into any beast and create a basic template to represent multiple best forms with mechanical options. Mechanically the bear or boar has the same form but the druid can alter the form to be slightly more accurate mechanically and narratively with additional work. [/LIST] With this situation [LIST] [*]You let the player choose cleric, druid, warlock, and sorcerer and create additional classes to represent an deity-agent relationships and spell-list not present. A lot of work. [*]You let the player choose cleric, druid, warlock, and sorcerer and their subclasses to create an agent of a deity or not-deity. For some it work work fine. For others due to class limitations, there might be mechanical and narrative dissonance as you'd be pretending an angel is a magma beast or that a radiant blast is psionic assault. [*]You let the player choose cleric, druid, warlock, and sorcerer and create a subclasses for each theme of every a deity or not-deity in the setting. [/LIST] Any option is valid. Just acknowledging that the gaps exist and aresignificant. It'll be worse when the new books come out. There are no Air, Earth, or Water subclasses now. Just a mismatch in Tempest. At least Sea is coming. No Archery or Hunter spellcaster subclasses for g or ods of the hunt, archery gods, and primal hunters. Nothing for Wood/Plants or Metal either. We have Order but no Chaos. We have Light but no Darkness. Knowledge and Trickery but no Secrets. Giants are repesented by Barbarians. Nothing for Monstrosities. Freedom or Liberty Sun, Moon, Stars, and Land but no Comet. Sad Sigmar Noises Life, Death, and Grave but no Plague. Crown but no Commoner. Plently of holes for driven 3PPs. [/QUOTE]
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