More reply/quote fiascos:
Gromnir said:
first you say that the Gods would grant “powahz†to their faithful… and then skip to next quote and simply note that yes indeed, faith is an issue that should/could be explored… though you completely ignore the obstacle you has just advocated moment’s before. Is a result o’ reply/quote.
No, is a result of not having enough time to explain properly. When I said faithful, I meant truly faithful (not full of faith, but true to the ideas), not just anybody who sorta believes in a deity, but didn't "get it" the idea right.
obviously we ain’t talking ‘bout making clerics just another flavor o’ spellcaster… we know that the notion o’ playing a priest in a crpg more for character than for distinct abilities is a notion foreign to some folks, but we persevere.
Role-playing is one thing. Good and interesting design of a class is another. The former should be an excuse for not having the latter.
who the hell are you responding to? what it got to do with what Gromnir stated?
Gromnir stated that balancing divine vs secular and then all kinda different divine ones is a bitch. I suggested keeping the number of deities reasonable as one of the solutions.
‘cause we sure never advocated having 50 gods
Never said you did.
and even having five can result in various balance issues that is more or less unnecessary.
Perhaps. Perhaps not. Depends on a game and its mechanics.
heck, we not see no reason for having more than three base classes (for those who seem to have need of classes,)
I prefer skills, but out of curiosity, why only 3 classes? What's your solution? Multiclassing? What's wrong with 7-10 really distinctive (more then a mix of 3 basic ones) classes?
and you wanna essentially have more priestly sub-classes than that. why not have 5 warrior classes and five mage classes and five thief classes and five cleric classes?
It's not really a class or a sub-class, it's more of a specialization. After all, we don't call Evokers or Illusionists a sub-class, just like we don't call fighters who specialize in spiked chains a sub-class.
so far, the only advantage we seen mentioned for having numerous meddlesome Gods who grant divine magic to their “faithful,†is to make special powahz available to a limited number of characters who choose the cleric class…
I think the main advantage is creating and/or playing a distinctive class that is more then a spell casting fighter.
if powahz is what you really want, then why not make ‘em generally accessible regardless of class?
It makes sense that Gods reward those who actually serve them granting them powers and abilities, as for those who don't have time or dedication to serve a God, but follow the teaching and guidelines, and pay tributes, a small miracle will do, assuming they deserve it.
faith. heresy. misguided zealots. rival sects each claiming to follow the One True Faith. cardinal richelieu. borgia pope. Etc. all gone ‘cause you want kewl powahz instead o’ a faith based religion.
All gone?! Noooo. It is all because of meeeee!... Anyway, I don't want kewl powahz, I want something reasonable in return for priests' service and dedication in a fantasy role-playing game. So, why all this cool stuff is gone now? What's stopping you from having faith, heresy, misguided zealots, and rival sects in such a setting?
Faith - you have to believe (in addition to serve faithfully) to channel whatever powers (as in abilities, skills, spells, etc) your deity may wish to grant you
Heresy - you may chose to worship and serve a deity that is not welcome in the existing pantheon for whatever reasons. You may chose to interpret differently the wishes of your God. Your interpretation may be approved by your God but not by the official church that serves Him.
Misguided zealots - a wizard may claim that his powers are granted by some God, and force some easily impressed fools into obedience promising powahz eventually to those who serve, etc.