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Old 07-30-2018, 07:56 AM   #6
Nils_Lindeberg
 
Join Date: Jul 2018
Default Re: Clerics made simple

Quote:
Originally Posted by zot View Post
Oh, believe me, it takes WAY less time to make a theurge than it does to make a wizard!
I saw this char of yours in the other thread… I've played with Rich's rules too, and they make for interesting characters and options, but 5 min NPC are hard to do. (And that lost talent point you mentioned was probably Literacy.) :-)

And I kind of doubt that this character took 5 min to put together. But it looks interesting and it is far from a basic vanilla 32 pointer. But 20 "spells" takes time to choose and write down. The cult/religion needs to be specified. Players need to write down times for ceremonies, adjust the play around said ceremonies and I'm not sure that appeals to the people that want a fast paced hack a slash? Maybe if the GM do all the prep work ahead of time, and only let the rule focused people play Theurgs. Then a lot of the rule crunch wouldn't slow down play.

And there are some good things too, like placing most of the Priest stuff outside combat, and more of an in between type of activity. The ritual times seems a little bit arbitrary. It would work great for some religions, but not at all for others.

And I am not quite sure why theurgy needs to be excluded from wizardly magics and vice versa? If you want them to exclude each other, just make the Priest talents cost triple for wizards. In most religions there are no distinction between wizards and priests. And in many fantasy pantheons there are gods of magic.

But all in all an interesting read. And if I had a campaign starting I might consider using some of them. But I would rather see it as an optional rule if it was implemented in the new version of TFT. Just too much crunch. It is like Rich's divine system with a 4th attribute. It works, but it adds too much. I am a minimalist when it comes to house rules. Do some with little rather than everything with a lot.
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