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Bulk up the clerical domains Posted: 30 Jun 2003 12:37 AM |
Add more spells to each domain, more neady of the ones that no-one usually uses, would also aid RP of certain classes.
I did some work on this a while ago and only really got the spells implemented that I thought would suit. Tried to follow something of the PHB on this but some things are naturally different.
One thing I would like to do with it though, is to make Elemental summoning spells respond to clerical domain. Maybe having two elemental domains would provide special summons, like Fire and Earth would get you Moulten elementals and Air and Fire would get you Lightning (Or just an extra powerful lantern archon). |
Eh? |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
One thing that is going around in the thoughts here is utilizing not only domains more (not sure how custome spells would work out), but for character to choose a god somehow from the ones we have in Vives...in that way, they get a "Holy Symbol", an item with a 1/day power perhaps that, with scripting, could do a lot of neat stuff. Just something to increase RP, nothing super uber, but its a Holy SYmbol with a purpose nonetheless :)
~Fenarisk |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
Some clerical domains are almost entirely redundant (Death, for example) insofar as game mechanics. Some are probably overpowered (Magic, Air, Trickery). I'd like to see spheres have negatives, too, rather than just positives. Alternatively, I'd like to see clerical access to mage spells toned down, with clerical spells at lower levels and unique abilities (and possibly skills and feats) used isntead. Just my thoughts. |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
If they implemented death properly then it's okay. The domain feat is a touch attack that kills if you don't have d6 per caster level in health.
Air doesn't have much to gain from this but some of the other classes do. There's plenty of fire spells and destruction spells and protection spells they could get. They really do add something to clerics but they can be quite the bad offensive characters which is my main concearn, but it mostly balances out.
Only thing is it leaves Druids out a bit. |
Eh? |
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Even more powerful? Posted: 30 Jun 2003 12:37 AM |
I want to point out in a friendly way, the amount of clerics we already have, not at all related to any god or ingame element.
As I see it, people either think, or the game allows it, for clerics to be the easiest choice if you are after level gaining on your own. Personally I do not think vives was made to support this kind of choice. Rather don't we expect people to write out a background and find an appropriate class?
The only way we will get Rp is by hooking people up with ingame elements to do with the world's history and developments. Hooking clerics up with gods and granting them things in turn is a wonderful idea. So far I have seen quite a few clerics, all going solo.
Correct me if I am wrong, but a cleric is supposed to be one of the best supportive units in the whole collection. But not many act like that (responding to an /tell to raise people is not being supportive! at least not in an Rpable way).
So aren't there any suggestions to discourage people from picking a cleric, instead of granting them more power? Perhaps we could hook it up with a certain training they have to go through at the 'church' of their choice. To more or less force them into Rp relations. Judging the way they respond to that it might be easy to differ between solo-xp clerics and real Rp clerics.
Ruldain |
Why can't I PM myself?
Don't iron out the Irony. |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
I tend to agree with Ruldain.
I've only recently returned to the vives scene. but a story on Gelmir will follow shortly.
~Gwindor |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
Clerics are not about supporting people, they are about their god. If their god blows stuff up, they blow stuff up, if they blow stuff up, then they aint got room for no healing or buffing.
If you establish gods for Vives, and what domains they can offer, then there's no real problem.
Do the clerics you see solo because they can, or because they dont' have a party?
If there's an abundance of clerics in Vives, then it's down to module design, or peoples stuboness to respawn and take the penalties. |
Eh? |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
First to clarify,
No I am not talking about solo clerics who go solo when they are the only ones connected. I mean when there is like 6 to 8 people connected, levels reasonably close, what you tend to see is people still solo.
Why? As for the clerics, none of them Rp'ed being related to a god or holy mission which warrants them trodding off into the wild alone to face every foe alone because of the handy setup a cleric has. If a cleric is not a supportive character, perhaps I speak a different english than the type used in the NWN instruction booklet.
Naturally a cleric is related to a god since they do wield a divine magic. But if you look at their spells, this huge majority of healing/restorative and buffs makes me think they can actually support quite a group of other adventurers. Even if they pick a domain such as Death.
As for gods, the history of vives is still being worked on. Then to elaborate on how to achieve motivation for folk to Rp their char,
We could request of every player to write a background, which is essential anyways, read it over and see if their background warrants the type of class they wish to play. This way you have an early check in on assessing what kind of player you might be dragging in and indirectly you can keep an eye on the types of classes played in vives. For the mod is not about making the most powerful character in the world, or the one most easiest to level. If people level a cleric purely to use raise dead and resurrect, there is something wrong there. When they hook it up with strong beliefs, a religion/cult/god, the better.
For eventually its all about people picking up a role, be their character in full. Not just to cut monster to smithereens but to interact with the world evolving around them. To respond to changes and obstacles on their path, etc. etc. etc.
To hook in on another thread, it was mentioned solo'ing should not completely be cut off. I agree to that and agree the more with Gorak to find ways to encourage the forming of parties. Easy way might be through quests. Someone in need is more likely to approach a group of helpful adventures, then one solo'ing person sneaking about :D (with of course a few exceptions, such as the sneakier tasks that need to be performed with a certain discretion)
Ruldain |
Why can't I PM myself?
Don't iron out the Irony. |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
Hey! There's nothing wrong with sneaking about! *grins*
Err, what if it's a party of people sneaking about? *grumbles* Nevermind, I'd never be so lucky. ;) |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
Actually that would be excellent. A group of Rangers stalking about, tracking a mysterious beast of sorts which plagues a part of the world, staying out of the grasp of monsters.
So many possibilities :wink: |
Why can't I PM myself?
Don't iron out the Irony. |
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