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  1. #81
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Aesop View Post
    You are probably right about limiting the starting number.

    But Which ones would you start with?

    Do you start with the 4 Elemental and 4 Alignment?

    Or should we ignore those and go with something like

    War
    Healing
    Death
    Strength
    Protection
    Darkness
    Magic
    Travel
    Trickery

    Druids are coming as well so maybe Plant and Animal won't be too difficult once those get going.



    Maybe because of the similarity of function the Elements and Alignments will be easily coded?

    I put my suggestion with only 3 spells per Domain because there are so many spells that just don't fit into the game that if we either had to substitute them all or only use Domains with full Spell lists that are already viable ... we'd end up with nothing or worse.

    The Granted Powers for the most part did need some upgrading to make many of them remotely attractive.

    Aesop
    I think the 4 elements would be good because it is easier for the devs to implement. The alignments are tougher because there is no evil and because the tendency would be toward good being more desired then the others. I would add the 4 elements (fire, acid(earth), elect, and cold) and 4 random ones that are interesting and easy to implement such as destruction, death, strength and travel. This would actually entice me to make another cleric perhaps .
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  2. #82
    Founder Aesop's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    I think the 4 elements would be good because it is easier for the devs to implement. The alignments are tougher because there is no evil and because the tendency would be toward good being more desired then the others. I would add the 4 elements (fire, acid(earth), elect, and cold) and 4 random ones that are interesting and easy to implement such as destruction, death, strength and travel. This would actually entice me to make another cleric perhaps .
    Actually a neutral cleric could go with the evil domain without any problem, particularly in Eberron... just pointing that out.

    I'd definitely add in the War Domain.

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

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