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*Dungeons & Dragons
Unearthed Arcana: Cleric, Druid, Wizard Options
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<blockquote data-quote="Al'Kelhar" data-source="post: 7824435" data-attributes="member: 7884"><p>Hmm, a few initial thoughts.</p><p></p><p>Twilight cleric bonus proficiencies: What about someone who worships the moon or stars, or lurks in the grey between night and day, or whose presence on the earth is but a shadow, yells "I wear full plate armour and carry a greataxe"? Thematically inappropriate and unnecessary given the domain's other bennies (which are substantial - that Twilight Sanctuary is seriously at the upper end of cleric domain channel divinity features).</p><p></p><p>(Here's a suggestion for the designers of cleric domains - how about laying off the bonus weapon and armour proficiencies, which just makes clerics fighters with spells, and throw around a few defensive bennies, like thematically appropriate damage resistances and advantages on saving throws? For the Twilight cleric, I'd be inclined to give it, as a class feature, the elven racial features immunity to sleep and trance).</p><p></p><p>Druid Wildfire Circle: As a druid circle concept, this is just giving players an excuse to play a druid that blows stuff up and is given rules permission to do so with some "destruction is necessary for life to flourish" kinda roleplaying crap. For the unimaginative players who can't grok sorcerers and wizards but who still want to just burn things. Which is odd, because mechanically it's quite complex. A whole unnecessary archetype designed for the World of Warcraft generation. Now get off my lawn. Which is fire resistant. And grows quite well with just fertilizer and water, thank you very much.</p><p></p><p>Onomancer Fateful Naming: So you can cast <em>bless</em> 3+ times per day <em>for free</em>, so long as you know the name of one of its targets. You know, like yourself? Or any of your adventuring buddies? Yes, I know <em>bless</em> is a concentration spell, so it has a minor cost in the action economy, but it's still the most OP 1st level spell in the game, given "bounded accuracy". Fateful Naming should be limited to a couple of spells that do something bad to the bad guys. <em>Bane</em> is fine; I'd replace <em>bless</em> with <em>hex</em>.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 7824435, member: 7884"] Hmm, a few initial thoughts. Twilight cleric bonus proficiencies: What about someone who worships the moon or stars, or lurks in the grey between night and day, or whose presence on the earth is but a shadow, yells "I wear full plate armour and carry a greataxe"? Thematically inappropriate and unnecessary given the domain's other bennies (which are substantial - that Twilight Sanctuary is seriously at the upper end of cleric domain channel divinity features). (Here's a suggestion for the designers of cleric domains - how about laying off the bonus weapon and armour proficiencies, which just makes clerics fighters with spells, and throw around a few defensive bennies, like thematically appropriate damage resistances and advantages on saving throws? For the Twilight cleric, I'd be inclined to give it, as a class feature, the elven racial features immunity to sleep and trance). Druid Wildfire Circle: As a druid circle concept, this is just giving players an excuse to play a druid that blows stuff up and is given rules permission to do so with some "destruction is necessary for life to flourish" kinda roleplaying crap. For the unimaginative players who can't grok sorcerers and wizards but who still want to just burn things. Which is odd, because mechanically it's quite complex. A whole unnecessary archetype designed for the World of Warcraft generation. Now get off my lawn. Which is fire resistant. And grows quite well with just fertilizer and water, thank you very much. Onomancer Fateful Naming: So you can cast [I]bless[/I] 3+ times per day [I]for free[/I], so long as you know the name of one of its targets. You know, like yourself? Or any of your adventuring buddies? Yes, I know [I]bless[/I] is a concentration spell, so it has a minor cost in the action economy, but it's still the most OP 1st level spell in the game, given "bounded accuracy". Fateful Naming should be limited to a couple of spells that do something bad to the bad guys. [I]Bane[/I] is fine; I'd replace [I]bless[/I] with [I]hex[/I]. Cheers, Al'Kelhar [/QUOTE]
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