Page 4 of 5 FirstFirst 12345 LastLast
Results 61 to 80 of 82
  1. #61
    Community Member Meat-Head's Avatar
    Join Date
    Sep 2010
    Posts
    700

    Default

    First, I love clerics.

    Second, I want domains badly.

    Third, I don't like the OPs stuff. It's too much.


    Fourth, I say keep it simple. Access to spells and 1 MINOR ability. I think it should be more feat-like also similar to monk/fvs stuff.

    The balance is that spells cost SP. Furthermore, clerics wouldn't get as many enchancements for domain spells. So a fire domain cleric would never overpower a fire savant, etc. A death domain cleric would never have the DCs of a palemaster. Need more balance? Increase cooldowns by 50% or something. That would be fine.
    Quote Originally Posted by Darkrok View Post
    First, Meat-Head is exactly correct...

  2. #62
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    The idea as a whole sounds interesting.

    How to balance it all out would take some thought...

  3. #63
    Community Member TempestAlphaOmega's Avatar
    Join Date
    Oct 2009
    Posts
    256

    Default

    I have to agree with what some had said about the OP in that it seems a bit much.

    My opinion is that it should be a feat granted at 1st level of Cleric (Free feat, select domain) which would give access to a small group of spells specific to the domain. Normal SP costs, take up a current spell slot at an appropriate level, no enhancment lines.

    Thats all it really needs to be.
    Shapshap, League of Extraordinary Ham, Sarlona and a bunch of alts that all have names begining with Sha or Sho. Of course Shapshap could be the alt and one of the others the main, it just depends on what day it is.

  4. #64
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by TempestAlphaOmega View Post
    I have to agree with what some had said about the OP in that it seems a bit much.

    My opinion is that it should be a feat granted at 1st level of Cleric (Free feat, select domain) which would give access to a small group of spells specific to the domain. Normal SP costs, take up a current spell slot at an appropriate level, no enhancment lines.

    Thats all it really needs to be.
    disagree with this one point.

    I think there should be Enhancement lines that make the Domain viable through out play.

    What good would a high level damage spell that had no enhancements to up its power be in end game content. May as well scroll cast them for all the good it would do.

    Make enhancements that work along with the specific domains. War Domain maybe gets bonuses to Favored Weapon. Fire Domain maybe gets some inherent resists and Fire Damage Amplification, Travel domain maybe gets some inherent speed boost... etc.

    Nothing as powerful as what the op lists perhaps but still useful to customization.

    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

  5. #65
    Community Member Sgt_Hart's Avatar
    Join Date
    Aug 2010
    Posts
    587

    Default

    Well detailed, Well thought out, but like most of the others, I have to say.. Well over the top.

    My main's also on his 2nf clr life, with 1 FVS life behind him too.

    That said.. Cart before horse?

    I'd rather have those other 2 PrE's for divine's, and the Tier 3 on the existing 2 PrE's first.

    Still, Cleric's without Domains is sort of like Wizards without Wands. Not the be-all, end-all, but.. big thing, yanno?
    Hart o Gold Hart o Song
    14 RaS , 6 SaD Guildmaster
    Heroes of Gallifrey | Sarlona
    14 KoTC, 5 DWS 1 Ftr

  6. #66
    Community Member
    Join Date
    Sep 2009
    Posts
    222

    Default

    Quote Originally Posted by Sgt_Hart View Post

    Still, Cleric's without Domains is sort of like Wizards without bonus feats
    fixed

  7. #67
    Founder Solmage's Avatar
    Join Date
    Feb 2006
    Posts
    1,147

    Default

    Quote Originally Posted by TempestAlphaOmega View Post
    I have to agree with what some had said about the OP in that it seems a bit much.

    My opinion is that it should be a feat granted at 1st level of Cleric (Free feat, select domain) which would give access to a small group of spells specific to the domain. Normal SP costs, take up a current spell slot at an appropriate level, no enhancment lines.

    Thats all it really needs to be.
    I agree with this. It would already be ridiculously powerful to have a cleric with fire wall or ice storm. To have them be as good as a wizards is just wrong in every possible way.
    Quote Originally Posted by Aesop View Post
    disagree with this one point.

    I think there should be Enhancement lines that make the Domain viable through out play.
    I might as well start asking for FULL access to every single level 6 cleric spell at the expense of a single level 9 slot for my wizard, and demand free healing enhancements thrown in for good measure. Yes, this is as per PnP too. I know my wizard would love Blade Barrier, Heal and 2 mass cures.

    Sorry, IF you get wizard spells, you should not get them with the same benefits as a wizard. Whether they're powerful enough to be useful to you that way or not will be up to you to judge if you take them and use them.

    However, to be perfectly frank, I'd rather clerics didn't get a single wizard spell, yes to domains otherwise, and we'd leave the wizard spell stuff to druids.
    Devs: Thanks for making Druids available to VIPs without the pack. This more than anything, has made me want to buy the pack.

  8. #68
    Community Member Superspeed_Hi5's Avatar
    Join Date
    Jun 2009
    Posts
    834

    Default

    Lets not forget some of the feats thtat these domains grant at lvl 9 mind you are also ridiculously overpowered. Slay Living Guard at lvl 9 on a self healing class? Sheesh. Even the perma-blur at lvl 9 is ridiculous since the best you can hope for in an item at that lvl is Dusk which is only 10% miss chance. And the all powerful perma-FOM? How am I supposed to grease my cleric into pit traps?

  9. #69
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Solmage View Post
    I might as well start asking for FULL access to every single level 6 cleric spell at the expense of a single level 9 slot for my wizard, and demand free healing enhancements thrown in for good measure. Yes, this is as per PnP too. I know my wizard would love Blade Barrier, Heal and 2 mass cures.

    Sorry, IF you get wizard spells, you should not get them with the same benefits as a wizard. Whether they're powerful enough to be useful to you that way or not will be up to you to judge if you take them and use them.

    However, to be perfectly frank, I'd rather clerics didn't get a single wizard spell, yes to domains otherwise, and we'd leave the wizard spell stuff to druids.
    So you want domains... but only those that don't have anything other than what clerics already have?

    How about you can have your Familiar instead... that would be a closer comparison as its a class feature not a specific spell... kinda like domains are class features and not any one specific spell.

    You can have Enhancements for that too... Because that makes sense... as opposed to some strawman about access to enhancement because of a spell that would allow the casting of other spells.

    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

  10. #70
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Superspeed_Hi5 View Post
    Lets not forget some of the feats thtat these domains grant at lvl 9 mind you are also ridiculously overpowered. Slay Living Guard at lvl 9 on a self healing class? Sheesh. Even the perma-blur at lvl 9 is ridiculous since the best you can hope for in an item at that lvl is Dusk which is only 10% miss chance. And the all powerful perma-FOM? How am I supposed to grease my cleric into pit traps?
    yep I agree those are crazy powerful.
    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

  11. #71
    Community Member
    Join Date
    May 2010
    Posts
    1,469

    Default

    BOOOO!

    I want my domains to be EXACTLY (or a lot closer to than this proposal) like PnP!


    A list of spells we can add to our lists, and 1 or 2 kinda cool but not overpowered abilities, like weapon proficiency, or an extra trainable skill, or 1 spell like ability per rest, all balanced so that we have lots of variety!

  12. #72
    Community Member Urjak's Avatar
    Join Date
    Dec 2008
    Posts
    824

    Default

    Quote Originally Posted by Combat_Wombat View Post
    Air Domain
    Feat: 10 inherent electric resist, turn earth creatures, inate airguard, +1 caster level evocation
    Enhancements:
    SLA: Obscuring Mist 1AP
    SLA: Chain Lightning 2AP
    *snip*

    Death Domain
    Feat:Inate slay living guard, +1 caster level necromancy
    Enhancements:
    SLA: Cause Fear 1AP
    SLA: Death Kneel 2AP
    SLA: Destruction 3AP

    *snip* stopped reading here
    I m all for domains ... but honestly do you have an idea how they are supposed to be? What you are suggesting here is WAY overpowered ... WAY!!!!!

    Cleric domains mainly give an inhere bonus (feat bonus as you listed) plus they add one spell slot per level to cast from a specific list of domain relevant spells ... thats not even close to SLA s ... to put that in DDO termes: those SLAs as you proposed them should be useable ONCE PER REST! .... if you would really implement them as true SLAs like sorc or wiz ones ... those proposed spells are WAY too powerfull ... just take sorc as an example ... they get level 3 spells as SLAs at level 18 ... you proposed a lvl6 spell (chain lightning) at tier 2 (lvl12?) and a lvl7 spell (destruction) at tier 3 (lvl18?) ... thats WAY beyond the powerlevel domains should give!

    so while i acknowledge the amount of time you have put into this: /TOTALLY NOT SIGNED
    Argonessen (mains):
    Myriellah (Stargazer II), Xryn (Pale Master), Ryaleen (Air Savant), Mayeena (Assassin)
    Leader and founder of the ShadowThieves guild

  13. #73
    Community Member Combat_Wombat's Avatar
    Join Date
    Oct 2009
    Posts
    416

    Default

    Quote Originally Posted by Urjak View Post
    so while i acknowledge the amount of time you have put into this: /TOTALLY NOT SIGNED
    lol it took me 15 minutes all I wanted was to get everyone talking about domains so the devs would notice while they are redoing the entire enhancement system and start thinking about it so the game doesn't have another 5 years without them. So far so good honestly. The thread has lasted way longer then I ever expected it to.

    I do quite thoroughly believe that they need to be SLAs with modified timers to actually be useful and not overpowered like the actual lists of domain spells would be if freely castable.
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  14. #74
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default So here is my next offering.

    I'd also add enhancement specific to the Domains. Nothing complicated. perhaps some Damage Enhancements for damage heavy lines like the Elemental Domains. Or Expanding on the Granted Power. War Domain may have an Enhancement line to improve their use of their Deity's Favored Weapon... maybe an Improved Critical with just that weapon and maybe some basic damage enhancements in there too.

    Anyway here are the basics


    Cleric Domain DDO:

    Spells that are duplicated from the cleric list to the Domain List have decreased SP cost relative to their Level. A level 1 Spell may only be reduced by 1 SP while a duplicate level 9 spell may be decreased by 5 or more SP.



    Air
    Static: +1 Caster level Air Spells, Turn Undead functions on Earth Creatures
    Spells added to List:
    Gust of Wind (lvl 2)
    Cyclonic Blast (lvl 5)
    Whirlwind (lvl 8)

    Animal
    Static: Gain an Animal Companion as a Druid
    Spells added to List:
    Hold Animal (lvl 2)
    Summon Natures Ally IV (lvl 4)
    Summon Natures Ally VIII (lvl 8)

    Artifice
    Static: Gain a Bonus to Crafting Skills like an Artificer of half your Cleric level
    Spells added to List:
    Repair Moderate Damage (lvl 2)
    Reconstruct (lvl 6)
    *Prismatic Sphere (lvl 9)

    Chaos
    Static: +1 Caster level for Chaos Spells, Turn Lawful Outsiders like Undead
    Spells added to List:
    Hypnotic Pattern (lvl 2)
    Chaos Hammer (lvl 4)
    Summon Monster IX (lvl 9)

    Charm
    Static: +2 Diplomacy, +1 DC Enchantment (Charm) Spells
    Spells added to List:
    Charm Person (lvl 1)
    Charm Monster (lvl 5)
    Dominate Monster (lvl 9)

    Community
    Static: +2 Diplomacy, Calming: Reduced Threat Generation 10%
    Spells added to List:
    Bless (lvl 1)
    Heroes Feast (lvl 6)
    Heal, Mass (lvl 9)

    Darkness
    Static: +1 Caster level to Darkness Spells, +4 to Hide
    Spells added to List:
    Blindness (lvl 2)
    *Armor of Darkness (lvl 4)
    Power Word: Blind (lvl 8)

    Death
    Static: Necrotic Guard: Creatures attacking have a 50% chance to take 1d6+1 per Cleric level damage
    Spells added to List:
    *Death Knell (lvl 2)
    Slay Living (lvl 5)
    Create Greater Undead (lvl 8)

    Deathless
    Static: Healing Amplification +10%
    Spells added to List:
    *Consecrate (lvl 2)
    *Create Deathless (lvl 6)
    *Create Greater Deathless (lvl 8)

    Decay
    Static: Touch of Decay (SLA)
    Spells added to List:
    Ray of Enfeeblement (lvl 2)
    Enervation (lvl 4)
    Horrid Wilting (lvl 8)

    Destruction
    Static: Smiting Strike: similar to Smite Evil but +4 to hit + CL to damage and no Alignment restriction.
    Spells added to List:
    *Shatter (lvl 2)
    Inflict Light Wounds, Mass (lvl 6)
    *Earthquake(lvl 8)

    Dragon Below
    Static: Augment Summoning
    Spells added to List:
    *Death Knell (lvl 2)
    *Planar Ally, Lesser (lvl 4)
    *Planar Ally, Greater (lvl 8)

    Earth
    Static: +1 CL to Earth Spells, Turn Air Creatures as Turn Undead
    Spells added to List:
    *Magic Stones (lvl 1)
    *Spike Stones (lvl 4)
    *Iron Body (lvl 8)

    Evil
    Static: +1 CL for Evil Spells, Turn Good Outsiders with Turn Undead
    Spells added to List:
    *Desecrate (lvl 2)
    Create Undead (lvl 6)
    Unholy Aura (lvl 8)

    Exorcism
    Static: +2 Turn Undead Checks, +1 Turn Attempt
    Spells added to List:
    Protection from Evil (lvl 1)
    Banishment (lvl 6)
    Holy Aura (lvl 8)

    Feast
    Static: Immune to Poisons
    Spells added to List:
    Neutralize Poison (lvl 4)
    Heroes Feast (lvl 6)
    *Feast of Champions (lvl 9)

    Fire
    Static: +1 CL for Fire Spells, Turn Water Creatures with Turn Undead
    Spells added to List:
    Scorching Ray (lvl 2)
    Fire Shield (lvl 5)
    Incendiary Cloud (lvl 8)

    Glory
    Static: +2 Turn Checks, +1d6 Turn Damage
    Spells added to List:
    *Bless Weapon (lvl 2)
    Holy Weapon (lvl 5)
    *Crown of Glory (lvl 8)

    Good
    Static: +1 CL for Good Spells, Turn Evil Outsiders with Turn Undead
    Spells added to List:
    Aid (lvl 2)
    Holy Smite (lvl 4)
    Holy Aura (lvl 8)


    Healing
    Static: +1 CL on Heal Spells, -1 SP to Empower Healing Metamagic
    Spells added to List:
    Cure Moderate Wounds (lvl 2)
    Cure Light Wounds, Mass (lvl 5)
    *Regenerate (lvl 7)

    Law
    Static: +1 CL on Law Spells, Turn Chaotic Creatures with Turn Undead
    Spells added to List:
    Angelskin (lvl 2)
    Orders Wrath (lvl 4)
    Shield of Law (lvl 8)

    Life
    Static: Toughness
    Spells added to List:
    Restoration: Lesser (lvl 2)
    *Disrupting Weapon (lvl 5)
    *Regeneration (lvl 7)

    Luck
    Static: Diehard
    Spells added to List:
    Entropic Shield (lvl 1)
    Freedom of Movement (lvl 4)
    *Moment of Prescience (lvl 8)

    Madness
    Static: Confusion (SLA): target may attack ally or become dazed
    Spells added to List:
    Rage (lvl 3)
    Phantasmal Killer (lvl 6)
    *Weird (lvl 9)


    Magic
    Static: Count as a Wizard of half cleric level for Scrolls and Wand use
    Spells added to List:
    Dispel Magic (lvl 3)
    Spell Resistance (lvl 5)
    Disjunction (lvl 9)

    Meditation
    Static: Increase maximum Echoes of Power SP regeneration to 20 SP
    Spells added to List:
    Owl's Wisdom (lvl 2)
    Spell Resistance (lvl 5)
    *Mind Blank (lvl 8)


    Necromancer
    Static: +1 Caster level for Necromancy
    Spells added to list:
    *Vampiric Touch (lvl 3)
    Waves of Fatigue (lvl 5)
    Energy Drain (lvl 9)


    Passion
    Static: Rage(SLA)
    Spells added to List:
    *Hideous Laughter (lvl 2)
    Crushing Despair (lvl 4)
    Irresistible Dance (lvl 8)


    Plant
    Static: +1 CL to Plant Spells, Turn Plant Creatures with Turn Undead
    Spells added to List:
    Entangle (lvl 1)
    *Wall of Thorns (lvl 5)
    *Shambler (lvl 9)

    Protection
    Static: Deflection Bonus 1 +1 per 4 Cleric levels
    Spells added to List:
    Displacement (lvl 3)
    Globe of Invulnerability (lvl 6)
    Prismatic Sphere (lvl 9)

    Shadow
    Static: Gain Concealment equal to caster level
    Spells added to List:
    Obscuring Mist (lvl 1)
    Shadow Walk (lvl 6)
    *Shades (lvl 9)


    Strength
    Static: Feat of Strength gain half cleric level as an enhancement bonus to Strength for 20 seconds. Every 4 cleric levels you gain an additional use. the ability has a 1 minute cooldown.
    Spells added to List:
    *Enlarge Person (lvl 1)
    *Righteous Might (lvl 5)
    *Crushing Hand (lvl 9)



    Sun
    Static: +2d6 Turn Damage, +1 Turn Attempt
    Spells added to List:
    Searing Light (lvl 3)
    Flame Strike (lvl 5)
    Sunburst (lvl 8)

    Travel
    Static: +10% Movement. Stacks.
    Spells added to List:
    Long Strider (lvl 1)
    Dimension Door(lvl 4)
    Teleport, Greater (lvl 7)

    Trickery
    Static: Add Hide and Bluff to Skill List, Gain Deception as the weapon proc
    Spells added to List:
    Invisibility (lvl 2)
    *Mislead (lvl 6)
    *Scintillating Pattern (lvl 8)

    War
    Static: Proficiency and Focus with Deity's Favored Weapon
    Spells added to List:
    *Spiritual Weapon (lvl 2)
    Divine Power (lvl 4)
    Power Word: Stun (lvl 8)

    Water
    Static: +1 CL with Water Spells, Turn Fire Creatures with Turn Undead
    Spells added to List:
    Obscuring Mist (lvl 1)
    Ice Storm (lvl 5)
    Horrid Wilting (lvl 8)

    Weather
    Static: Elemental Resistance 2 (Acid, Cold, Fire & Lightning)
    Spells added to List:
    *Fog Cloud (lvl 2)
    Call Lightning Storm (lvl 5)
    *Storm of Vengeance (lvl 9)

    * spells that could/should be added to the game to really make it work


    Aesop
    Last edited by Aesop; 02-17-2012 at 02:13 PM.
    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

  15. #75
    The Hatchery Kilnedric's Avatar
    Join Date
    Oct 2009
    Posts
    119

    Default

    I don't see why this needs to be so far away from the PNP system. I don't like changing to an SLA mechanic. I think that PNP system translates well for the most part. Most of the minor abilities work for DDO. Bonusus and feats, and even turning elementals and things might be fun.

    If straight up adding spells to the spell list is deemed too powerful, I'd go with a per-rest limit. This even matches PNP because you only had one domain "slot" per level right? And maybe you can increase the uses-per-rest with AP. Say you start at 1 per rest and can increase up to 3 per rest with AP?
    Ghallanda
    Thairos - ETRing Artificer * Khryll - 28 Clonk * Jarkxle - 28 Swashbuckler * Jaherian - 25 Druid

  16. #76
    Community Member Chai's Avatar
    Join Date
    Aug 2008
    Posts
    11,045

    Default

    If its the PnP system, im so building a battlecleric with fire and travel for haste and a firewall to sit in the middle of my blade barriers.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  17. #77
    Community Member maddmatt70's Avatar
    Join Date
    Mar 2006
    Posts
    5,808

    Default

    I like your proposal OP. Some posters point out some of your domains may be Overpowered for one reason or another. My main comment though is I would restrict this to 6-8 domains that is not because I do not want more domians it is because I think 20ish would require too much dev work whereas 8 domains or so would require much less dev work. Someday if the devs want to expand domains again then go to 20.
    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.

  18. #78
    Community Member Brennie's Avatar
    Join Date
    Jun 2006
    Posts
    3,390

    Default

    Quote Originally Posted by Superspeed_Hi5 View Post
    Lets not forget some of the feats thtat these domains grant at lvl 9 mind you are also ridiculously overpowered. Slay Living Guard at lvl 9 on a self healing class? Sheesh. (...)

    Ah, but you miss
    the unspoken downside - being permanently dis-invited from every Let Sleeping Dust Lie, Slavers of the Shrieking Mines, Stealthy Repossession (Favor runs, in this case) and possibly also Hound of Xoriat quest ever run (Among others that I am sure I'm forgetting).

    Can you imagine
    taking a party member through Sleeping Dust, when they have a NON REMOVABLE slay living guard XD Oi Vey!

    To OP: Right idea, wrong power level (this is CLEARLY over nine thousand). I'm in the "Clerics get to choose one Domain at character creation" camp (Like a class-based bonus feat), and i believe that Domains should have small benefits that increase with more Cleric level (Minor boosts at 10 and 20, perhaps). I'm also against SLAs. SLAs are a definition of a prestige or FvS capstone so far, and i don't think they should be given out freely without even considering Cleric Prestige lines.

    I also think
    people are undervaluing having cleric spells at multiple cleric levels - For instance being able to slot Mass Deathward at 7 instead of 8, or Heal at 5 instead of 6. This would give options to fill up some not-as-essential spell levels with key spells, while opening up more options for spell loadouts!

    I also warn against giving clerics access to arcane-only spells, via SLAs or spell list additions. Either these spells will lack enhancement lines and be relatively useless, or they will be in SLA form/have enhancement lines/be balanced some other way which will severely step on Arcane's toes.

  19. #79
    Community Member Superspeed_Hi5's Avatar
    Join Date
    Jun 2009
    Posts
    834

    Default

    Quote Originally Posted by Brennie View Post

    Ah, but you miss
    the unspoken downside - being permanently dis-invited from every Let Sleeping Dust Lie, Slavers of the Shrieking Mines, Stealthy Repossession (Favor runs, in this case) and possibly also Hound of Xoriat quest ever run (Among others that I am sure I'm forgetting).

    Can you imagine
    taking a party member through Sleeping Dust, when they have a NON REMOVABLE slay living guard XD Oi Vey!
    Either that or they really like to pike! Hey guys I got a perma slay living guard is it cool if I pike?

    ::Boot:: Dammit hes in the quest!

  20. #80
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by maddmatt70 View Post
    I like your proposal OP. Some posters point out some of your domains may be Overpowered for one reason or another. My main comment though is I would restrict this to 6-8 domains that is not because I do not want more domians it is because I think 20ish would require too much dev work whereas 8 domains or so would require much less dev work. Someday if the devs want to expand domains again then go to 20.
    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
    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

Page 4 of 5 FirstFirst 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload