Limiting Clerics

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I hate that Clerics get the whole spell list to choose from. It
just seems that deities would be more focused. The Spontaneous
Divine Caster rules from UA help but I suspect some players will
find that too limited, especially those who prefer Wizards to Sorcerers.

So I'm considering a Wizard like Cleric.

Starts with all 0-level from PHB "known".
Starts with 3 + Wis bonus spells.
Gains 2 spells per level thereafter for free.

Now the hard part is deciding how the mechanism for spells beyond
that can be acquired.

First draft:
Must learn from a scroll or be taught by someone who knows the spells.
OR
Must just commune with deity/ethos.

Time:
Same as for Wizard translating and scribing new spell.

Cost:
Divide Wizard's GP cost by 5 and spend XP equal to that ammount.
OR
Donate GP equal to Wizard's cost to church/cause.
(Either might include cost of scroll or of other casters time.
Charged as casting that spell 1/day?)

Comments? Suggestions?
 
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It's not like clerics are casting every spell every day. A lot of
those spells are never cast or maybe once in a whole campaign. Sure
enough, though, declare a spell no longer available and it *will* be
needed.

That being said, it is logical for deities to be focused. This has
been discussed before. A god of peace, love, and granola would give
their clerics Divine Power while a god war would not give Calm
Emotions. 2E tried this idea with their Spheres but failed miserably
with Priest's Handbook. 3E uses Domains to reflect portfolios.

My idea is to give deities more domains, with 0 level spells, and their
clerics get all the spells in all the domains only. Two domains are
picked for their special ability. Either new domains should be created
to encompass cleric spells currently not in a domain or change existing
domains to have two spells for each level and add on speels to the
apporpriate domain. Keep the spontaneous curing because that is the
primo #1 all-time hallelujah best rule change 3E made for clerics.
Change Healing Domain ability to Lay On Hands or now that it exists and
would be better for the cleric and not step on paladin toes, free
Augment Healing feat.

Gerald Katz
 
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Ophidian wrote:

> I hate that Clerics get the whole spell list to choose from. It
> just seems that deities would be more focused. The Spontaneous
> Divine Caster rules from UA help but I suspect some players will
> find that too limited, especially those who prefer Wizards to Sorcerers.
>
> So I'm considering a Wizard like Cleric.
>
> Starts with all 0-level from PHB "known".
> Starts with 3 + Wis bonus spells.
> Gains 2 spells per level thereafter for free.
>
> Now the hard part is deciding how the mechanism for spells beyond
> that can be acquired.
>
> First draft:
> Must learn from a scroll or be taught by someone who knows the spells.
> OR
> Must just commune with deity/ethos.
>
> Time:
> Same as for Wizard translating and scribing new spell.
>
> Cost:
> Divide Wizard's GP cost by 5 and spend XP equal to that ammount.
> OR
> Donate GP equal to Wizard's cost to church/cause.
> (Either might include cost of scroll or of other casters time.
> Charged as casting that spell 1/day?)
>
> Comments? Suggestions?

Add in all Cure spells for free, including things like Restoration and
Raise Dead. These really are "must haves" for an adventure party. The
caster should also automagically gain his domain spells. Other than
that, I think it's workable.

CH
 
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Ophidian <oNpEhMiOdian23@cox.net> writes
>I hate that Clerics get the whole spell list to choose from. It
>just seems that deities would be more focused. The Spontaneous
>Divine Caster rules from UA help but I suspect some players will
>find that too limited, especially those who prefer Wizards to Sorcerers.

<Snip>

>Comments? Suggestions?

You could transpose cleric spheres from 2nd Ed. Spheres were just lists
of spells related to a given heading. A deity's clerics were limited by
their choice of deity to which spheres they could choose spells from.
Sort of like cutting the entire cleric spell list into chunks, then
allowing clerics access only to those chunks pertinent to their deity.

Back in ye olde days, I created individual spell lists for clerics of
each of the deities IMC. Spheres, while not as specific as my original
lists, made the whole process a lot more manageable. And, since they
are only lists of spells (unlike domains, spheres had no associated
special power), you'd only have to deal with spell name changes and
level shifts to use them as written. Primary sources for 2nd Ed.
spheres are the 2nd Ed. PHB and the Tome of Magic.

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"
 
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Ophidian wrote:
> I hate that Clerics get the whole spell list to choose from. It
> just seems that deities would be more focused ....

Because ...?
--
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http://www.szonye.com/bradd
 
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In message <slrnd48ol7.m0e.bradd+news@szonye.com>, Bradd W. Szonye
<bradd+news@szonye.com> writes
>Ophidian wrote:
>> I hate that Clerics get the whole spell list to choose from. It
>> just seems that deities would be more focused ....
>
>Because ...?

If RL religious types could cast spells, the Judeo-Christian God would
grant its clerics a Hammer of Thor spell?

The current open spell list doesn't prevent a water-god cleric from
preparing a flame strike spell. That's out of focus under the remit of
a solely water-based portfolio. The current system does prevent a good
cleric from casting an evil spell, so why not a water cleric from
casting a fire spell?

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"
 
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Bradd W. Szonye wrote:
> Ophidian wrote:
>>I hate that Clerics get the whole spell list to choose from. It
>>just seems that deities would be more focused ....
>
> Because ...?

Characters aren't sufficiently different from each other.

--
Peter Knutsen
sagatafl.org
 
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Ophidian wrote:
>>> I hate that Clerics get the whole spell list to choose from. It
>>> just seems that deities would be more focused ....

Bradd wrote:
>> Because ...?

Ian R Malcomson wrote:
> If RL religious types could cast spells, the Judeo-Christian God would
> grant its clerics a Hammer of Thor spell?

D&D has a "Hammer of Thor" spell?

It does have a /spiritual weapon/ spell for that kind of thing. It also
has an aligned /chaos hammer/ spell for clerics who qualify. It looks
like the game already handles this particular "problem."

In case you're thinking that some clerics shouldn't have these
weapon-spells at all, keep in mind that the cleric class is and has
always been a martial priest. If a god is strongly anti-martial, his
mortal representatives should use something other than the cleric class.

> The current open spell list doesn't prevent a water-god cleric from
> preparing a flame strike spell.

So what?

> That's out of focus under the remit of a solely water-based portfolio.

Again, if a god truly does have a narrow focus, then the cleric class is
wholly inappropriate for his followers. It's not just the spell list;
there's also the martial abilities, the undead turning, and the special
healing abilities.

If you want these narrowly-focused priests, you need a whole new class.

> The current system does prevent a good cleric from casting an evil
> spell, so why not a water cleric from casting a fire spell?

Because the cleric class is not a generic class.
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http://www.szonye.com/bradd
 
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Peter Knutsen <peter@sagatafl.invalid> wrote:
> Bradd W. Szonye wrote:
>> Ophidian wrote:
>>>I hate that Clerics get the whole spell list to choose from. It
>>>just seems that deities would be more focused ....
>>
>> Because ...?
>
> Characters aren't sufficiently different from each other.

Have you ever even played a cleric, Peter? We've seen many, and they're
all significantly different from each other.
--
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http://www.szonye.com/bradd
 
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Bradd W. Szonye <bradd+news@szonye.com> writes
>Ophidian wrote:
>>>> I hate that Clerics get the whole spell list to choose from. It
>>>> just seems that deities would be more focused ....
>
>Bradd wrote:
>>> Because ...?
>
>Ian R Malcomson wrote:
>> If RL religious types could cast spells, the Judeo-Christian God would
>> grant its clerics a Hammer of Thor spell?
>
>D&D has a "Hammer of Thor" spell?

It doesn't have a Judeo-Christian deity model, either. I would have
thought you, of all people, would understand a hypothetical model
without it being spelled out.

>It does have a /spiritual weapon/ spell for that kind of thing. It also
>has an aligned /chaos hammer/ spell for clerics who qualify. It looks
>like the game already handles this particular "problem."
>
>In case you're thinking that some clerics shouldn't have these
>weapon-spells at all, keep in mind that the cleric class is and has
>always been a martial priest. If a god is strongly anti-martial, his
>mortal representatives should use something other than the cleric class.

This has *nothing* to do with weapon-spells.

>> The current open spell list doesn't prevent a water-god cleric from
>> preparing a flame strike spell.
>
>So what?

So some of us think that clerics should be more focused to their
deities' province.

>> That's out of focus under the remit of a solely water-based portfolio.
>
>Again, if a god truly does have a narrow focus, then the cleric class is
>wholly inappropriate for his followers. It's not just the spell list;
>there's also the martial abilities, the undead turning, and the special
>healing abilities.

Which could also be subject to a more focused approach to the
cleric/deity relationship.

>If you want these narrowly-focused priests, you need a whole new class.

Or a modification to the cleric class.

If a setting has more focused religions, would it not make sense to
modify the cleric class to accommodate that? I'm not - and I don't
think Ophidian is, either - advocating an official revamp to clerics as
far as the generic D&D game goes.

>> The current system does prevent a good cleric from casting an evil
>> spell, so why not a water cleric from casting a fire spell?
>
>Because the cleric class is not a generic class.

Now this statement is somewhat confused. Go further...

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"
 
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Ian R Malcomson wrote:
> In message <slrnd48ol7.m0e.bradd+news@szonye.com>, Bradd W. Szonye
> If RL religious types could cast spells, the Judeo-Christian God would
> grant its clerics a Hammer of Thor spell?

Sure, but it would be "The Carpenters Hammer" or something like that. The
titles are generic, while the deity and practicioner give it the flavour.

> The current open spell list doesn't prevent a water-god cleric from
> preparing a flame strike spell. That's out of focus under the remit of
> a solely water-based portfolio. The current system does prevent a good
> cleric from casting an evil spell, so why not a water cleric from
> casting a fire spell?

This part, I can understand, and could use some tweaking to make it more
appropriate. Instead of say Flame Strike, it's Steam Strike, where it
doesn't burn something, but is still hot enough to melt it or to have the
heat remain still piping hot as if it was on fire. Something like that.

I think it's more something the DM and the PC can muck about with.
--
"... respect, all good works are not done by only good folk ..."
-till next time, Jameson Stalanthas Yu, consul de designers
consul@INVALIDdolphins-cove.com -x- <<poetry.dolphins-cove.com>>
 
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Ian R Malcomson wrote:
>>> If RL religious types could cast spells, the Judeo-Christian God
>>> would grant its clerics a Hammer of Thor spell?

Bradd wrote:
>> D&D has a "Hammer of Thor" spell?

> It doesn't have a Judeo-Christian deity model, either. I would have
> thought you, of all people, would understand a hypothetical model
> without it being spelled out.

You call it a "hypothetical model"; I call it a "straw man." The game as
written has a spell that can represent either a hammer of Thor or a
sword of Michael. The game already handles your example just fine; you
had to twist it to make your point. That's beating up a straw man.

>>> The current open spell list doesn't prevent a water-god cleric from
>>> preparing a flame strike spell.

>> So what?

> So some of us think that clerics should be more focused to their
> deities' province.

Again, why? Furthermore, /how/? The game can't possibly anticipate every
possible combination of portfolios. This is something much better left
to setting rules for the few cosmologies that need it.

>> Again, if a god truly does have a narrow focus, then the cleric class
>> is wholly inappropriate for his followers. It's not just the spell
>> list; there's also the martial abilities, the undead turning, and the
>> special healing abilities.

> Which could also be subject to a more focused approach to the
> cleric/deity relationship .... [A] modification to the cleric class.

If you knock out the martial skills, the turning, and the healing, and
you re-write the spell rules, you're not talking about modifying the
class. You're starting over from scratch.

The cleric class, while clearly not generic, serves a useful role in the
game. Why fudge it up when a whole new class would serve your needs
better, without eliminating the existing, useful class?

> If a setting has more focused religions, would it not make sense to
> modify the cleric class to accommodate that?

Not really.

> I'm not - and I don't think Ophidian is, either - advocating an
> official revamp to clerics as far as the generic D&D game goes.

So create new setting rules, based on the current alignment descriptor
rules. (Also, I think you may be incorrect here. Either that or Ophidian
was exaggerating when he claimed to hate the current rules.)

>>> The current system does prevent a good cleric from casting an evil
>>> spell, so why not a water cleric from casting a fire spell?

>> Because the cleric class is not a generic class.

> Now this statement is somewhat confused ....

Not at all. The cleric class has certain assumptions about good, evil,
etc built in. It is not generic. It is not designed to handle all
possible cosmological conflicts, nor could it, nor /should/ it.
--
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http://www.szonye.com/bradd
 
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Bradd W. Szonye wrote:

> Ian R Malcomson wrote:
>
>>>>If RL religious types could cast spells, the Judeo-Christian God
>>>>would grant its clerics a Hammer of Thor spell?
>
> Bradd wrote:
>
>>>D&D has a "Hammer of Thor" spell?
>
>>It doesn't have a Judeo-Christian deity model, either. I would have
>>thought you, of all people, would understand a hypothetical model
>>without it being spelled out.
>
> You call it a "hypothetical model"; I call it a "straw man." The game as
> written has a spell that can represent either a hammer of Thor or a
> sword of Michael. The game already handles your example just fine; you
> had to twist it to make your point. That's beating up a straw man.

As written, even the most pacifistic deity should have a favored
weapon and some of the examples are downright silly.

>>>>The current open spell list doesn't prevent a water-god cleric from
>>>>preparing a flame strike spell.
>
>>>So what?
>
>>So some of us think that clerics should be more focused to their
>>deities' province.
>
> Again, why? Furthermore, /how/? The game can't possibly anticipate every
> possible combination of portfolios.

I proposed a solution for that already.
It involves the player and DM agreeing on the characters spells
known, rather than just handing the character "spells knowm: all".

>>>Again, if a god truly does have a narrow focus, then the cleric class
>>>is wholly inappropriate for his followers. It's not just the spell
>>>list; there's also the martial abilities, the undead turning, and the
>>>special healing abilities.
>
>>Which could also be subject to a more focused approach to the
>>cleric/deity relationship .... [A] modification to the cleric class.
>
> If you knock out the martial skills, the turning, and the healing, and
> you re-write the spell rules, you're not talking about modifying the
> class. You're starting over from scratch.

Nah, we're talking adding options.
See UA and Planar Handbook for good starts.

> The cleric class, while clearly not generic, serves a useful role in the
> game. Why fudge it up when a whole new class would serve your needs
> better, without eliminating the existing, useful class?

Why do fighters have built in customizability?

>>If a setting has more focused religions, would it not make sense to
>>modify the cleric class to accommodate that?
>
> Not really.

ATD.

>>I'm not - and I don't think Ophidian is, either - advocating an
>>official revamp to clerics as far as the generic D&D game goes.

Exactly.

> So create new setting rules, based on the current alignment descriptor
> rules. (Also, I think you may be incorrect here. Either that or Ophidian
> was exaggerating when he claimed to hate the current rules.)

Hate was an exaggeration.
But I do hate the strong tendency to cookie cutter clerics when
the other classes have opened up so much in this edition.
 
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Bradd W. Szonye <bradd+news@szonye.com> writes
>Ian R Malcomson wrote:
>>>> If RL religious types could cast spells, the Judeo-Christian God
>>>> would grant its clerics a Hammer of Thor spell?
>
>Bradd wrote:
>>> D&D has a "Hammer of Thor" spell?
>
>> It doesn't have a Judeo-Christian deity model, either. I would have
>> thought you, of all people, would understand a hypothetical model
>> without it being spelled out.
>
>You call it a "hypothetical model"; I call it a "straw man." The game as
>written has a spell that can represent either a hammer of Thor or a
>sword of Michael. The game already handles your example just fine; you
>had to twist it to make your point. That's beating up a straw man.

And I was making no assumptions as to whether or not the "spell" related
to a weapon or not. That's entirely of your own invention. The
hypothetical model, FYI since you do seem to need it spelled out, is
"would deity X [in this case, the Judeo-Christian god] grant its clerics
a spell or power outside its general domain [in this case, one
associated with a non-Christian deity]". Don't get all het up about
weapon-esque spells - it's an irrelevant translation on your part.

>>>> The current open spell list doesn't prevent a water-god cleric from
>>>> preparing a flame strike spell.
>
>>> So what?
>
>> So some of us think that clerics should be more focused to their
>> deities' province.
>
>Again, why? Furthermore, /how/? The game can't possibly anticipate every
>possible combination of portfolios. This is something much better left
>to setting rules for the few cosmologies that need it.

*Exactly*. A modular class, modified from the cleric, setting-specific,
to accommodate a world model where clerics are more deity-focused than
they are presented in the core rules. Plug'n'play cleric class features
by deity (or perhaps by portfolio element).

>>> Again, if a god truly does have a narrow focus, then the cleric class
>>> is wholly inappropriate for his followers. It's not just the spell
>>> list; there's also the martial abilities, the undead turning, and the
>>> special healing abilities.
>
>> Which could also be subject to a more focused approach to the
>> cleric/deity relationship .... [A] modification to the cleric class.
>
>If you knock out the martial skills, the turning, and the healing, and
>you re-write the spell rules, you're not talking about modifying the
>class. You're starting over from scratch.

Depending on how far you went with it. But yes, that is a possible
route.

>The cleric class, while clearly not generic, serves a useful role in the
>game. Why fudge it up when a whole new class would serve your needs
>better, without eliminating the existing, useful class?

That entirely depends on the route taken. Personally, IMC, I do this:

* Spells: Spell lists by deity. Domains remain as-is.
* Turning: Treating turning as a form of energy channelling (a concept
divine feats have at their core), translating that energy channelling
into deity-specific class features (which may or may not be along the
lines of turn/rebuke undead)
* HD: For noncombative clerics, HD type drops. For combative clerics,
HD remains at d8. Drop in HD is coupled with some class feature to
compensate (e.g., my healing-deity clerics have d6 HD, and +1 caster
level to healing-type spells which stacks with the Healing domain power)
* BAB and BSB are similarly adjusted and compensated as necessary.

Yes, this is effectively creating a new, "menu-driven" class concept.
But each "class" it produces still traces class lineage back to the
cleric.

>> If a setting has more focused religions, would it not make sense to
>> modify the cleric class to accommodate that?
>
>Not really.

Well, be happy playing non-setting-driven games. Nothing wrong with
that. Perhaps you can see that there is also nothing wrong with playing
games where the setting does drive the game, and adjustments need to be
made to the rules accordingly.

>> I'm not - and I don't think Ophidian is, either - advocating an
>> official revamp to clerics as far as the generic D&D game goes.
>
>So create new setting rules, based on the current alignment descriptor
>rules. (Also, I think you may be incorrect here. Either that or Ophidian
>was exaggerating when he claimed to hate the current rules.)

I'm not going to pretend to be able to read Ophidian's mind over his
intent. The way it came across to me was that he was exploring house
rule options to satisfy an element of the core rules that did not fit
with his game and/or setting concept. I may be wrong, of course, and if
I am then don't take anything I've written here as defence of a position
that advocates the modification of the *core* away from a generic
warrior-priest class (i.e., the cleric) that works just fine in a basic,
standard D&D game.

>>>> The current system does prevent a good cleric from casting an evil
>>>> spell, so why not a water cleric from casting a fire spell?
>
>>> Because the cleric class is not a generic class.
>
>> Now this statement is somewhat confused ....
>
>Not at all. The cleric class has certain assumptions about good, evil,
>etc built in. It is not generic. It is not designed to handle all
>possible cosmological conflicts, nor could it, nor /should/ it.

Agreed. Okay, so my comment was based on an assumed definition of
"generic class" that you weren't using.

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"
 
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Ian R Malcomson wrote:

> Bradd W. Szonye <bradd+news@szonye.com> writes
>
> I'm not going to pretend to be able to read Ophidian's mind over his
> intent. The way it came across to me was that he was exploring house
> rule options to satisfy an element of the core rules that did not fit
> with his game and/or setting concept. I may be wrong, of course, and if
> I am then don't take anything I've written here as defence of a position
> that advocates the modification of the *core* away from a generic
> warrior-priest class (i.e., the cleric) that works just fine in a basic,
> standard D&D game.

OK, FTR, yes, I'm looking at house rules to make Clerics work in a
more focused manner with less baggage from the combatant
healer stereotype.

I do advocate changing core to include more variety.
I'm not advocating that the current way is per se "wrong".
It does force world assumptions on the game and I prefer that the
world make its own assumptions. ;)
The game is playable as is.
It would be more playable if deity driven characters had more variety.
IMO.
There's little reason why Cleric, Healer, and Favored Soul couldn't
have been one class with different selections of class features
(ala Fighters taking different feats or the dialable settings
for Ranger, Monk, and Rogue.)
 
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~consul wrote:
> Ian R Malcomson wrote:
> > In message <slrnd48ol7.m0e.bradd+news@szonye.com>, Bradd W. Szonye
> > If RL religious types could cast spells, the Judeo-Christian God
would
> > grant its clerics a Hammer of Thor spell?
>
> Sure, but it would be "The Carpenters Hammer" or something like that.
The
> titles are generic, while the deity and practicioner give it the
flavour.

Hammer of God works fine as a name for this hypothetical spell.

The generic cleric spell list (limited by alignment) works reasonably
well for a generic militant servant of a diety. For non-militant
servants you need to do a lot more than revamp the spell list.

DougL
 
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Bradd W. Szonye wrote:
> DougL wrote:
> > The generic cleric spell list (limited by alignment) works
reasonably
> > well for a generic militant servant of a diety. For non-militant
> > servants you need to do a lot more than revamp the spell list.
>
> Bingo! (If only I could be so succinct.)

Actually I had meant to put something like "as Bradd says" in
front of that. So the reason it is succint is that it represents
a third party trying to summarize your argument.

I will point out that since PC class balance in D&D is almost
purely based on combat ability such a new class will either
end up as an NPC class, or you need to MASSIVELY upgrade the
non-combat abilities to be worth the dead weight in combat to a
D&D3.x style party.

Personally I'd go with the NPC class (and I have PLAYED
pacifists in several combat heavy games, so it isn't that I
don't think it can be done, I just don't think it should be
done in the context of D&D style gaming), to be "ballanced"
with no combat ability would require too much ability
outside of combat; you end up with a class that says either
"I'm helpless" or "I win" to effectively everything that is
a reasonable challenge for a group without that class present.

DougL
 
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Bradd wrote:
>> You call it a "hypothetical model"; I call it a "straw man." The game as
>> written has a spell that can represent either a hammer of Thor or a
>> sword of Michael. The game already handles your example just fine; you
>> had to twist it to make your point. That's beating up a straw man.

Ian R Malcomson wrote:
> And I was making no assumptions as to whether or not the "spell"
> related to a weapon or not. That's entirely of your own invention.

Just like this fictional "hammer of Thor" spell is entirely of your
invention. Come up with an actual example from the game, or admit that
you had to invent your counterexample from whole cloth -- i.e., you beat
up a straw man.

> The hypothetical model, FYI since you do seem to need it spelled out,
> is "would deity X [in this case, the Judeo-Christian god] grant its
> clerics a spell or power outside its general domain [in this case, one
> associated with a non-Christian deity]".

I get it. However, until you post an actual example, instead of a straw
man, your point is weak at best.

>>> If a setting has more focused religions, would it not make sense to
>>> modify the cleric class to accommodate that?

>> Not really.

> Well, be happy playing non-setting-driven games.

I play setting-driven games all the time. You greatly misinterpret my
meaning here. A new class might be a good idea. Tweaking the cleric
class is /not/ a good idea, because it takes a significant overhaul to
make the martial cleric into something suitable for all faiths.
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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Bradd W. Szonye wrote:
>> You call it a "hypothetical model"; I call it a "straw man." The game as
>> written has a spell that can represent either a hammer of Thor or a
>> sword of Michael. The game already handles your example just fine; you
>> had to twist it to make your point. That's beating up a straw man.

Ophidian wrote:
> As written, even the most pacifistic deity should have a favored
> weapon and some of the examples are downright silly.

If you're looking for a pacifist god, why start with the cleric? It's
wholly inappropriate for that use, with all of its battle-oriented class
features.
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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DougL wrote:
> The generic cleric spell list (limited by alignment) works reasonably
> well for a generic militant servant of a diety. For non-militant
> servants you need to do a lot more than revamp the spell list.

Bingo! (If only I could be so succinct.)
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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Bradd W. Szonye <bradd+news@szonye.com> writes
>Bradd wrote:
>>> You call it a "hypothetical model"; I call it a "straw man." The game as
>>> written has a spell that can represent either a hammer of Thor or a
>>> sword of Michael. The game already handles your example just fine; you
>>> had to twist it to make your point. That's beating up a straw man.
>
>Ian R Malcomson wrote:
>> And I was making no assumptions as to whether or not the "spell"
>> related to a weapon or not. That's entirely of your own invention.
>
>Just like this fictional "hammer of Thor" spell is entirely of your
>invention. Come up with an actual example from the game, or admit that
>you had to invent your counterexample from whole cloth -- i.e., you beat
>up a straw man.

It was an *out of game* example to illustrate why an *in game* system
might be relevant to certain settings. That's all. You do have a
tendency to pick up on minor elements of a case and warp them to try and
provoke a confrontational-type argument. It's all rather a waste of
energy.

The entire hypothetical case was fictional. The D&D game is fictional
in scope. Making something up in order to illustrate one possible route
of reasoning taken to make something else up is entirely plausible when
the whole is made up in the first place. If you have some odd viewpoint
whereby you believe D&D *isn't* made up, then you really should seek
professional help. Literals are not a good thing to argue against when
the point being made called for lateral thinking in the first place.

>> The hypothetical model, FYI since you do seem to need it spelled out,
>> is "would deity X [in this case, the Judeo-Christian god] grant its
>> clerics a spell or power outside its general domain [in this case, one
>> associated with a non-Christian deity]".
>
>I get it.

Finally.

>However, until you post an actual example, instead of a straw
>man, your point is weak at best.

Actual how? No actual basis exists from which to draw upon for such an
example (spells are not real, whether they are in the PHB or simply
invented on the spot for illustrative purposes). Neither does a basis
exist within the core rules from which to draw upon for an example,
since we're talking about a possible house rule modification. Thus any
example will be made up, de facto, and thus, apparently, invalid.

>>>> If a setting has more focused religions, would it not make sense to
>>>> modify the cleric class to accommodate that?
>
>>> Not really.
>
>> Well, be happy playing non-setting-driven games.
>
>I play setting-driven games all the time. You greatly misinterpret my
>meaning here. A new class might be a good idea. Tweaking the cleric
>class is /not/ a good idea, because it takes a significant overhaul to
>make the martial cleric into something suitable for all faiths.

Depending on how you went about it.

No comments on my actual sketch-outline on a modular class based on the
core cleric class, just rhetoric apparently intended to provoke
confrontation. See, you are one of those selective snippers that do not
even note where you've snipped in order to skip over points you either
cannot, or otherwise choose not, to address while clinging onto the one
or two points you feel you can drag a fight from. I've played that game
with you once, and it was a waste of time then.

So, anything *constructive* to add to this thread? Comments on the
possible systems that have been posted here to model the more focused
cleric-types I and Ophidian like to see? Ideas of your own as to how
such things might be modelled in a single class to replace the cleric,
since you've advocated such an idea without suggesting possibilities for
it? If not, you should just accept that anything we discuss regarding
possible methods of modelling clerics (or, if you like, a replacement
class for the cleric) to suit the way we wish to fit them into the games
we play isn't for you, and in no way will impact the games you play, and
stop editing and selectively interpreting posts just to satisfy whatever
need it is you're satisfying.

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"
 
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DougL <doug.lampert@tdytsi.com> writes
>~consul wrote:
>> Ian R Malcomson wrote:
>> > In message <slrnd48ol7.m0e.bradd+news@szonye.com>, Bradd W. Szonye
>> > If RL religious types could cast spells, the Judeo-Christian God
>would
>> > grant its clerics a Hammer of Thor spell?
>>
>> Sure, but it would be "The Carpenters Hammer" or something like that.
>The
>> titles are generic, while the deity and practicioner give it the
>flavour.
>
>Hammer of God works fine as a name for this hypothetical spell.

The "Thor" bit was the important bit, not the "Hammer" bit. It could
have been "Hare of Eostre", "Toenail of Pheidippides", or "Flaming
Arsehole of Ra". The point was about deity X granting spells or
abilities more properly within the remit of deity Y.

>The generic cleric spell list (limited by alignment) works reasonably
>well for a generic militant servant of a diety. For non-militant
>servants you need to do a lot more than revamp the spell list.

Agreed, which is why I posted a sketch of the modular cleric I've
developed for my game. Call it a new class if you wish, but it uses the
cleric as the core basis which the modular units modify, depending on
the nature of the deity/faith in question.

IMC, there are philosophy-faith, pantheist, monotheist, and polytheist
religions, all of which have cleric variants produced via my modular
system. The system (although, admittedly, not honed to a point I'm
completely happy with, and certainly not applied to the entire range of
faiths extant IMC) does not simply stick to revamping spell lists.

Modelling clerics to deities and/or specific faiths is something I've
done since reading "clerics can only use blunt weapons" and thinking
"well, that's bullshit". 3E is much easier to customise to setting than
D&D was back in *those* days. A modular cleric is not so far removed
from the core fighter class - instead of bonus feats, I'm talking
interchangeable Lego-esque class features. Yes, it does stretch the
cleric beyond the martial priest it represents in the core game. But
that core cleric is the foundation upon which my Lego blocks are
founded.

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"
 
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Ian R Malcomson wrote:
>
> The "Thor" bit was the important bit, not the "Hammer" bit.
> It could have been "Hare of Eostre", "Toenail of
> Pheidippides", or "Flaming Arsehole of Ra".

Those are poorly designed spell concepts, and not one spell like that
exists in D&D core, for good reason. Other settings may not have been
so circumspect, but that's just poor design. (As a note, Eberron,
which has one of the loosest pantheons of any RPG with deities, and in
fact has deities who are distant, uncaring, and apparently not the
source of divine magic, *also* has no spells like that.)

I think that's why people are claiming you're strawmanning, and asking
you for concrete examples.

--
Nik
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~consul <consul@INVALIDdolphins-cove.com> writes
>Ian R Malcomson wrote:
>> In message <slrnd48ol7.m0e.bradd+news@szonye.com>, Bradd W. Szonye
>>If RL religious types could cast spells, the Judeo-Christian God would
>>grant its clerics a Hammer of Thor spell?
>
>Sure, but it would be "The Carpenters Hammer" or something like that.
>The titles are generic, while the deity and practicioner give it the
>flavour.
>
>> The current open spell list doesn't prevent a water-god cleric from
>>preparing a flame strike spell. That's out of focus under the remit
>>of a solely water-based portfolio. The current system does prevent a
>>cleric from casting an evil spell, so why not a water cleric from
>>casting a fire spell?
>
>This part, I can understand, and could use some tweaking to make it
>more appropriate.

It's the same as the first part, excepting the taking of the
hypothetical "Hammer" spell as the literal point.

>Instead of say Flame Strike, it's Steam Strike, where it doesn't burn
>something, but is still hot enough to melt it or to have the heat
>remain still piping hot as if it was on fire. Something like that.

It's a possibility that works with some spells under certain portfolios.
Others require significantly more than this to operate under this model.
For example, flame strike could become "frost strike" when used by a
cleric of a cold deity, but the model would go beyond a simple rename to
modify the damage from fire to cold. When you start having to modify a
spell's actual game effects, rather than retaining game effects and
altering the imagined special effects, you have to start considering the
other possible ramifications of such changes. Some changes in game
effect could feasibly call for modifications to the resultant spell's
level.

No, I can't provide specific examples for spells that would be affected
so, because I haven't (and am not going to) go through the spell lists
with such modifications in mind. Take it as I've seen the "warning:
cliff ahead" sign on this one, have taken a different road, and am not
going to waste time on exploring what might have happened if I'd chosen
to drive off the cliff instead.

For spell list manipulation, it's far easier to, for example, drop flame
strike etc. from a cold deity's list, and add in such spells as ice
storm.

>I think it's more something the DM and the PC can muck about with.

That depends how established the setting is, and how open to
modifications of this kind the DM is. My campaign setting is
approaching 30 years of age, and is (I'd like to think) consistent in
its approach to most things. If a PC cleric of Ajir can do X, Y, and Z,
so can the NPC clerics of Ajir; DM/PC mucking about throws somewhat of a
spanner into the workings of this kind of established consistency.

Okay, so 20-odd years ago, this kind of DM/PC tweaking did happen a fair
bit. That was when my setting notes barely filled an exercise book, and
there was only one map (on hex paper, no less!). Now there's more notes
than a filing cabinet will hold and a heck of a lot of maps, its more a
crafted playground than an amorphous work-in-progress these days.

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"
 
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Nikolas Landauer <dacileva.flea@hotmail.com.tick> writes
>Ian R Malcomson wrote:
>>
>> The "Thor" bit was the important bit, not the "Hammer" bit.
>> It could have been "Hare of Eostre", "Toenail of
>> Pheidippides", or "Flaming Arsehole of Ra".
>
>Those are poorly designed spell concepts,

They're not even attempts at spell concepts. This is the point everyone
seems to be missing by several leagues.

>and not one spell like that
>exists in D&D core, for good reason.

Absolutely.

>Other settings may not have been
>so circumspect, but that's just poor design. (As a note, Eberron,
>which has one of the loosest pantheons of any RPG with deities, and in
>fact has deities who are distant, uncaring, and apparently not the
>source of divine magic, *also* has no spells like that.)

Marvellous. I don't care what Eberron may or may not include.

>I think that's why people are claiming you're strawmanning, and asking
>you for concrete examples.

They're doing so because they're missing the entire point of that
comment. It wasn't to say anything about specific spells, or even
necessarily spells *at all*. Some people just seem to be unable to
apply lateral thinking to a hypothetical model. Particularly annoying,
since the context of the rest of the post should have made things
clearer, in game terms.

A case of people taking *one* paragraph in isolation, and getting their
knickers all twisted up about it. I just thank grief I didn't involve
sarcasm or irony in there, too, or we'd be here until Earth's end.

--
Ian R Malcomson
"Once the game is over, the king and the pawn go back in the same box"