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Post by Mighty Darci on Feb 8, 2017 16:20:25 GMT -5
What are different ways that clerical magic could work? What are different limitations that clerical magic might have? What would the implications be for game play?
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Post by ripx187 on Feb 12, 2017 14:26:30 GMT -5
I was never happy with low level monster spellcasters, especially the clerics. I wanted something weird and more unpredictable, so I altered them to Shamans. Instead of casting cleric spells, the shaman summons spirits who have fewer spells, but of different levels, for example a spirit could create the effects of a 1st, 4th, and 5th level spell, but that is it. It takes more time than a cleric, but it does allow me to do what I want the monster to do without ignoring rules completely. I'm still fiddling with this, and prefer to keep these creatures in the background, if confronted face to face, they still function as a low level monster, perhaps worse since they typically are crazy, stoned, or both. It just adds some cultural flavor to them, which is fun.
The spirit itself is an NPC as well, and is the true source of the shamans power, it has spell-like abilities, not spell casting abilities in the traditional sense. This is not very well defined because I want to maximize the mystery of it.
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Post by captaincrumbcake on Feb 15, 2017 12:25:51 GMT -5
1. The strength of clerical spells could be based upon the true faith of the cleric-character; his or her devotion to the deity involved. 2. Spells might need to be "requested" by the cleric-character of his or her deity, with the granting of such depending upon one's devotion; see above. 3. The cleric-character's associated temple, shrine, church-- and affiliates therein-- might have an affect on the strength or types of spells granted to the character. 4. Depending upon the cleric-character's deity, the character might or might not be able to Turn Undead. 5. Lawful cleric-characters might be granted a special spell or ability vs. Chaotic monsters depending upon his or her deity.
...and so on.
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Post by mormonyoyoman on Feb 19, 2017 0:49:10 GMT -5
Since verisimilitude is important to feeling the experiences of rolegames, I had to first determine that (1) the power(s) were granted from the deity, (2) said powers would only be to accomplish that which the deity desired, and (3) would only be powers of the type to fit the purposes and nature of the deity.
So first, I had to determine who and what the deity was/is, then present the milieu to the players.
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Post by robkuntz on Feb 20, 2017 4:58:02 GMT -5
Days, months, rituals, locations, combined members (ritual), holy items/sites, extended and activated extenuation of rituals and blessings, etc , etc. I have used all of these in different nuanced ways within my old campaign starting in 1974 when I wearied of D&D's linear spell system.
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Post by hengest on Feb 23, 2017 20:47:53 GMT -5
Divine magic can heal only those of the cleric's faith. Other effects operate normally.
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Post by hengest on Feb 25, 2017 18:46:04 GMT -5
Healing by divine is a zero-sum game. HP healed "come from" somewhere. Potions and rest work as usual
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Post by hengest on Mar 2, 2017 15:55:26 GMT -5
1. The strength of clerical spells could be based upon the true faith of the cleric-character; his or her devotion to the deity involved. Faith could be played / numericized but unlike most stats, will sometimes be a weakness. Character with a low faith score will be relatively not good at healing but more "morally flexible." High faith score = stronger at healing (and other "miracles"?) but less able to play along with torture, etc. Distinguish carefully from charisma, do not play like a paladin.
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Post by mao on Jan 10, 2018 17:48:08 GMT -5
I love Vancian magic SOOOO MucH!. So Much that I made all spellcasters have spellbooks in my new rules, Try this with clerics.
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Post by Mighty Darci on Jan 13, 2018 20:36:56 GMT -5
1. The strength of clerical spells could be based upon the true faith of the cleric-character; his or her devotion to the deity involved. Faith could be played / numericized but unlike most stats, will sometimes be a weakness. Character with a low faith score will be relatively not good at healing but more "morally flexible." High faith score = stronger at healing (and other "miracles"?) but less able to play along with torture, etc. Distinguish carefully from charisma, do not play like a paladin. I don't know how I missed this, great idea!
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Post by Mighty Darci on Jan 13, 2018 20:38:11 GMT -5
I love Vancian magic SOOOO MucH!. So Much that I made all spellcasters have spellbooks in my new rules, Try this with clerics. I grew up playing it that way, dad always had the clerics use spellbooks only they called them holy books instead of spellbooks.
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Post by hengest on Jan 14, 2018 9:39:34 GMT -5
I don't have any particular argument to make for Vancian magic, but...any other system always feels fake. Or just boring. I'm sure spellpoints or mana or whatever are fine. Just not feeling them.
I like the chaotic element introduced by Vancian magic.
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Post by hengest on Jan 14, 2018 13:14:38 GMT -5
I don't have any particular argument to make for Vancian magic, but...any other system always feels fake. Or just boring. I'm sure spellpoints or mana or whatever are fine. Just not feeling them. I like the chaotic element introduced by Vancian magic. Example: mage nearly dead...explosion of Vancian power! Or...mage at top of game but used up spells on trivial encounter...useless. Fun!
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Post by hengest on Jan 15, 2018 13:59:30 GMT -5
Does anyone run it so that the god grants a set of spells each day without the PC's / player's input?
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Post by mao on Jan 15, 2018 16:19:31 GMT -5
Does anyone run it so that the god grants a set of spells each day without the PC's / player's input? Once in a while , when clerics pray for their spells I will give a hint from their god on what spell to take
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