11-10-2011, 07:41 AM | #11 | |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: [DF] What Powers Should Clerics Not Get?
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FP seems a bit too lenient for divine intervention, but I could easily see a whole liturgy of HP-based Learned Prayers. Not necessarily your own HP… The same with skills, although more in a supportive role. Not Fast-Talking your deity, but lighting candles and puttin' on the Barry White for the Thunder God… And for the magnitude and target selection, the existing material (DF itself and the Dungeon Saints article) is heavily oriented towards the more biblical Good vs. Evil conflict. Not everything has to be about utter destruction, and I could easily imagine a slightly more "mundanely" focused cleric/deity. Instead of "eeeevil", what about mischief? And instead of smiting your enemies, what about teaching heathens some lessons and keeping the congregation in line? An "evil priest" could do some low level witchcraft, and a "good" one could give the local drunkard some serious low back pain issues. Altogether more minor miracles, but probably more frequent. Now, I don't think this would be in addition to the usual smiting/desecrating stuff. Either different gods (Zeus vs. Hera / Baal vs. Loki), or different sects of the same god. So in civilized lands, the followers of Dogyllis are roguish, secretive scoundrels with a few small curses on their hand, but not much more (i.e. "multi-classed", not too many DF ranks), whereas in the wastelands, he's revered in a more primal form as "Dogylli'soston", harbinger of the end times. They won't bother with making merchants incontinent, they bring on the deluge itself! I think there's room for both archetypes in a DF campaign (or most other fantasy campaigns). The D&D cleric tends towards the more epic, but there's enough precedent in genre fiction for the other aspect (cf. Lankhmar's Street of the Gods). |
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11-10-2011, 07:49 AM | #12 |
Join Date: Dec 2010
Location: Seattle
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Re: [DF] What Powers Should Clerics Not Get?
Out of curiosity, has anyone tried using both DF1 clerics and dungeon saints? I actually like both notions, but for different reasons, and I'm not altogether certain that there's any reason they couldn't exist side by side in a campaign.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
11-10-2011, 07:52 AM | #13 |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: [DF] What Powers Should Clerics Not Get?
Kinda like clerics vs. specialty priests in AD&D 2E, or for different deities/sects/pantheons?
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11-10-2011, 08:00 AM | #14 | |
Join Date: Dec 2010
Location: Seattle
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Re: [DF] What Powers Should Clerics Not Get?
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In DF, I can see both side-by-side as well, but I'm still curious as to the thoughts of others -- especially actual experience -- before I go live with this. I'd worry about this being a thread jack, but it seems completely in line with the OP -- what powers are out of line for clerics? In this case, my more specific question is: "Can a campaign support both DF1 style and Dungeon Saints style clerics side-by-side without ending up broken in some way?"
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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11-10-2011, 08:58 AM | #15 | |
Join Date: Feb 2007
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Re: [DF] What Powers Should Clerics Not Get?
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I like the original clerics and Kuroshima's saints.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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11-10-2011, 09:10 AM | #16 | |
Join Date: Aug 2010
Location: Odense, Denmark (Northern Europe)
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Re: [DF] What Powers Should Clerics Not Get?
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11-10-2011, 10:38 AM | #17 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] What Powers Should Clerics Not Get?
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11-10-2011, 10:49 AM | #18 | |
Join Date: Dec 2010
Location: Seattle
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Re: [DF] What Powers Should Clerics Not Get?
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__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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11-10-2011, 12:00 PM | #19 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] What Powers Should Clerics Not Get?
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Anyway, I'm glad that you guys like the Saints. I'll give you my experiences with them, playing at the 500 point level (that's what you get after 2 years of DF). I have one Dark One Evil Saint, and a Human Cleric of the Sun/Messengers and Rogues/Beatified. The Evil Saint can pull crazy stuff (obviously), and is rather fond of Petrify, while the Beatified instead uses learned prayers to complement spellcasting. That remains me, I must get that Designer's notes ready and post them on the forums... |
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11-10-2011, 09:08 PM | #20 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: [DF] What Powers Should Clerics Not Get?
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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divine favor, dungeon fantasy |
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