Dispel Realm Magic

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WB - Water's Blessing
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Re: Dispel Realm Magic

Post by WB - Water's Blessing » Sun Oct 06, 2019 3:04 pm

True, but I think mages already have a good selection of spells. They might need a bit of tweaking, but they are essentially solid. Clerics need more spells though. They should be different in tone and effect as compared to mage spells, but they need more variety -- if for no other reason than to make the major faiths have more distinct play styles and impacts on the game. More distinct spells like Mighty Forests for other spheres would be good.
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CSF - Flint
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Re: Dispel Realm Magic

Post by CSF - Flint » Sun Oct 06, 2019 3:19 pm

I strongly agree that faiths need a balance pass. My understanding is that the current faiths are based on player decisions from previous campaigns and we place a high value on the legacy effects thereof. That being said, there is a vast power discrepancy between them that radically affects the game. Maybe there is a way to preserve the legacy effects and make them mechanically not so far apart?
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Re: Dispel Realm Magic

Post by WB - Water's Blessing » Sun Oct 06, 2019 3:32 pm

Well, part of the power imbalance between the faith is that some are faiths of greater gods and others are faiths of lesser gods. The four cardinal gods (LN - Architect; CN - Rhyel; NG - Nesirie (who is a dragon); NE - the other Dragons/Unseelie Gods) were given more points to construct their faith than other faith traditions (they were "Tier 6"; the others were supposed to be "Tier 4"). So, those power imbalances were an intentional design choice. Some were also designed as off-shoots (Moradin and Arawn were aligned with the Architect; Corbin and the Forester were aligned with Rhyel).
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MS - Meaghan Smith
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Re: Dispel Realm Magic

Post by MS - Meaghan Smith » Sun Oct 06, 2019 3:38 pm

The Intermediate Gods were Tier 5, Lesser Tier 4, and Demi-powers tend to be Tier 3ish.
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JB - Jana Boulderbrew
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Re: Dispel Realm Magic

Post by JB - Jana Boulderbrew » Sun Oct 06, 2019 3:56 pm

From what priest in D&D that I have played the Tier of you god had no impact on what spells you could cast. The spheres limited your casting. The faith was more of a character personality development thing.

I picked my Deity in this game based on what type of character I wanted to play.... Power wise it wasn't a great choice, but it has help out a lot with adventures and plot development.
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MS - Meaghan Smith
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Re: Dispel Realm Magic

Post by MS - Meaghan Smith » Sun Oct 06, 2019 5:42 pm

The tier (Greater, Intermediate, Lesser, etc) typically impacted what spheres and abilities were available (particularly in 2E -- and 3E to some extent until the splat books all went arms-racey).

Original Birthright more domain spells were available to each priesthood -- and many spells available until the Diaspora and the fall of the old Gods.

I like that in the current game each Faith's ranking impacts what they can/can't do. Makes for more dynamism when not every faith can do everything.
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"What has been built cannot be destroyed, save by those without vision, heart, or inspiration."

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