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 .