Jump to content

Clerics (outdated concept)


Demivrgvs

Recommended Posts

I don't know about you, but as soon as I got the complete priests handbook, all clerics were essentially specialty priests. If you recall yarpins original idea was to allow both clerics and kitted clerics the ability to choose their deity (perhaps via dialog with an invisible creature which applies the relevant effs) and gain the deity specific specials in addition to their possible kit abilities. This allows one many, many more options. Heck, maybe you could imponent real priest (and wizard?)specialists this way allowing cleric kits to be cleric kits while also giving players the option of being a stormlord (or vanilla cleric) of Talos. You did say PNP compatibility is a good argument. :D

 

 

Link to comment

I actually wanted to implement that through items - temple stores that were providing you with Holy Symbols of certain faiths. That gave me huge advantage of being able to actually remove a single spell castable per day from certain level and granting innate abilities to speciality priests.

But yeah, I guess my system was over-complicated. Demi balances the whole thing around gameplay in much better way.

Link to comment
...
The only reason why your proposed system is still viable is that it has the advantage that it can flags the items differently than the original(and the armor is it's only strong point) and that's it's downfall too, as you can't predict what the other kit mods do in the item flagging. They most likely actually skip the whole thing.

The same thing can be done with sub-kits, as in instead of 3 kits, you add 30 kits, 10 for each kind, so there's no need to add in items that represent the faiths.

If we do the sub-kit approach, we can give kit specific spells in the clab****.2da's, set the weapon restrictions based on the proficiency options where the -3 to thac0 is quite death dealer with zero prof points, while we can make nearly every weapon kind usable to clerics, and we can make special multi-class kits too.

Link to comment
Is there an opcode that grants a kit? Or it can be done only through scripts?
No opcodes, just through scripting. And editing the .cre file or selecting the kit in character creation.

 

Of course you can opcode a special script that erases itself, after, but that's ... might blow up to your face when you decide on how to apply the opcode. It can be in an item, but who's to say the character doesn't already have similar operations done etc.that leave permanent or hard to remove features to the character. :D

Link to comment

I actually wanted to implement that through items - temple stores that were providing you with Holy Symbols of certain faiths. That gave me huge advantage of being able to actually remove a single spell castable per day from certain level and granting innate abilities to speciality priests.

But yeah, I guess my system was over-complicated. Demi balances the whole thing around gameplay in much better way.

 

I remember that. I think the way I suggested would be the best implementation. You can check, for example, alignment to avoid, say, giving chaotic evil's an option to worship lathander. I'm pretty sure you could give them the amulets you were talking about. In any case this method has a lot of potential even if the specific idea didn't catch

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...