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What are possible subclasses?
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<blockquote data-quote="tuxgeo" data-source="post: 6264473" data-attributes="member: 61026"><p><strong>Clerics</strong>: I would like to see them copy the 3E domain mechanics more closely (as I have said many times before), but with these expressions: </p><p>1) armor and weapon differences based on the deity, not on the domain; </p><p>2) choose <em>two</em> domains per cleric, not <em>one</em>; and know the spell of each level the cleric can cast for each of those two domains; </p><p>3) have a dedicated domain spell slot for each casting level that the cleric can cast; and those slots can only be used to cast domain spells. </p><p></p><p>With such a scheme, they might need to get rid of the ability of all clerics to gain access to all spells. I'm thinking particularly that clerics of the Good domain should not be able to cast spells of the Evil domain. </p><p></p><p><strong>Druids</strong>: These characters are not nearly as diversified as Clerics are. Instead, Druids all worship nearly all of the same things: Truth, Knowledge, Guidance, Nature (including Astronomy), and Fitting the Lesson to the Audience. <em></em></p><p><em>(Example of how that might be expressed in-game: Ouroboros says: the cycle of polar tilt is roughly 25,000 years long, but the actual length varies from cycle to cycle; and within that time frame, a populace will vacillate from querulous to raving to satisfied to timid to uncertain, and many other values beyond -- therefore, the "Truth" that they <u>need</u> to hear from their Druids will vary from epoch to epoch; so you mustn't write anything down, because those writings will always be the old, unneeded lessons that the people find in the old manuscripts, before those manuscripts manage to crumble to dust.)</em></p><p></p><p>Edit: What does that mean for Druid subclasses? Simply this: Druid subclasses are for mechanical differences -- things such as wildshaping, animal companions, summoning, social leadership and adjudication, etc.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 6264473, member: 61026"] [B]Clerics[/B]: I would like to see them copy the 3E domain mechanics more closely (as I have said many times before), but with these expressions: 1) armor and weapon differences based on the deity, not on the domain; 2) choose [I]two[/I] domains per cleric, not [I]one[/I]; and know the spell of each level the cleric can cast for each of those two domains; 3) have a dedicated domain spell slot for each casting level that the cleric can cast; and those slots can only be used to cast domain spells. With such a scheme, they might need to get rid of the ability of all clerics to gain access to all spells. I'm thinking particularly that clerics of the Good domain should not be able to cast spells of the Evil domain. [B]Druids[/B]: These characters are not nearly as diversified as Clerics are. Instead, Druids all worship nearly all of the same things: Truth, Knowledge, Guidance, Nature (including Astronomy), and Fitting the Lesson to the Audience. [I] (Example of how that might be expressed in-game: Ouroboros says: the cycle of polar tilt is roughly 25,000 years long, but the actual length varies from cycle to cycle; and within that time frame, a populace will vacillate from querulous to raving to satisfied to timid to uncertain, and many other values beyond -- therefore, the "Truth" that they [U]need[/U] to hear from their Druids will vary from epoch to epoch; so you mustn't write anything down, because those writings will always be the old, unneeded lessons that the people find in the old manuscripts, before those manuscripts manage to crumble to dust.)[/I] Edit: What does that mean for Druid subclasses? Simply this: Druid subclasses are for mechanical differences -- things such as wildshaping, animal companions, summoning, social leadership and adjudication, etc. [/QUOTE]
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