MScam wrote:
Alternately, cleric is for those half-orcs trying to deny their brutish, nasty side. Druid is for those who embrace their harsher nature closer to the green. One potential world-build problem is this--if you state that half-orcs are closer to nature than humans, this suggests that orcs might be better druids than humans as well. Unless this is the case to be made (and I've not read the Classic Monsters redo book yet), it's a tightrope that must be carefully traveled.... Steven
NSpicer wrote:
Thanks very much, Neil! Now if only we didn't have to wait until October for the Gods & Magic Chronicles release to get more info.... Steven
KaeYoss wrote:
No, I'm my own boss at present. While I have written two novels for Wizards, I left WotC a little more than eight years ago and am now a mercenary scribe for hire. As Andrew noted, I'm teaching classes on adventure game design and world building here in Grand Rapids, Michigan, but I'm always looking for more freelance work. Steven
In preparation for our playtest and my cleric, I took a look at the gods and their domains. I'm most likely to focus on Nethys but took a hard look at Gozreh...and found a slight headache. If I took the god of nature as my primary deity, three of his domains (Air, Weather, Water) all have the exact same 2nd level domain power: Obscuring Mist. Now, if this means I could take two of those domains and double my uses per day to 4 instead of the written 2/day, that's okay (though dull from a variety standpoint and potentially abusive). If the uses don't stack, then I'm highly unlikely to take the god Gozreh as my patron because I'm penalized for the duplication of powers. I guess I'll go put my head down and see if there are other gods of Golarion who have such redundant powers and whether or not that will affect their use by clerics. Steven
While all the discussions above have been fascinating and thought-provoking, I didn't run across this other idea for differentiating sorcerers from wizards---spellcasting with reduced armor penalties. If the sorcerer is pulling the energy and such for spells from inside his/her self, an argument can be made that the casting ritual is less complex and certainly more intuitive than the way a wizard casts, replacing gut instinct and the flow of magic for intellectual study and willpower. That said, there's less problem with armor inhibiting either the movements or tapping into the power of a spell. So lemme toss out this suggestion: Why not halve the arcane armor penalties for the sorcerer? You still have the option to go unarmored, but if you choose to wear armor, you're only half as hindered by it as the wizard. Is that too much of a gimmee for the sorcerer or does it help balance out the wizard's spell progression AND still make those new bloodline abilities (that might force a PC into melee) useful? Steven
Caelinae wrote:
I'm playing a cleric/sorcerer and am hoping that the very fact of arcanely bonding with an item (in my case, a morningstar) sort of bypasses the masterwork issue and makes it capable of storing magic. Granted, I'd love to hear an official point made on this, as it's an assumptive grey area where arguments can be made on either side (i.e. either you assume the previous rules of masterwork only, etc. or you rule on the side of player/game freedom). In one respect, it's prohibitive and penalizing to a sorcerer or wizard to have arcane bond yet be unable to use that power at 1st level if you can't afford the item that's needed to utilize said ability. It'd be like giving a fighter the beginning ability to use plate armor as a smashing weapon charge (or something similar) yet very few fighters can afford plate armor at 1st level. Alternatively, what about the idea that an arcanely-bonded item slowly becomes more purified/stronger/harder/powerful as the spellcaster to which it is bonded grows in power? Even if no other magics are pumped into it, a staff that has been bonded to a wizard for 10 levels ought to be more than just a long sanded branch.... Steven |