Since we are entering the stage where the optimal people will need to pick realm spells shortly, any direction on this? What about custom/unique spells? Spell selection from the wizard list?DM Juan wrote: ↑Wed Jan 20, 2021 1:22 pmGods: We would go back to scratch like in Diaspora, where there are no established Gods, and you create new ones from scratch. Not being allowed both Population Growth and Bless Land is an interesting thought, I wonder if it will have strange effects. There would be tension between the pop-growth temple gaining ground, making the blessing templar not want to bless as it becomes less and less cost-effective.
Kn Rule Feedback
- CSF - Flint
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Re: Kn Rule Feedback
Captain Shanol Flint
Re: Kn Rule Feedback
You cannot take Arcane Spells, at least, not before getting "full casting" in the appropriate Arcane School.
No custom Realm spells (well, moderately so. Modified may be allowed, for cult-specific logical applications)
You aren't limited between realm spell choices/spheres, but I would really encourage people to make thematic faiths, not just "the best picks every time" faiths, that make no real sense.
Don't have Undead Legion and be a Nature faith, for example.
Don't be a Nature Faith, that inexplicably is also a faith about Merchants.
You can be an industrial faith that is about merchants, and exploiting nature, of course.
But try to avoid jack-of-all trade faiths
No custom Realm spells (well, moderately so. Modified may be allowed, for cult-specific logical applications)
You aren't limited between realm spell choices/spheres, but I would really encourage people to make thematic faiths, not just "the best picks every time" faiths, that make no real sense.
Don't have Undead Legion and be a Nature faith, for example.
Don't be a Nature Faith, that inexplicably is also a faith about Merchants.
You can be an industrial faith that is about merchants, and exploiting nature, of course.
But try to avoid jack-of-all trade faiths
- JB - Jontinius Bruin
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Re: Kn Rule Feedback
What I am hearing is that Mats was a good baseline Faith build?
- CSF - Flint
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Re: Kn Rule Feedback
Mats was thematic, the Forester was internally consistent, most were reasonable. A few were explicitly built to be powerful first, sensible second.
- WM - The Waste Mage
- King
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Re: Kn Rule Feedback
Which ones had the most taken by Cleric PCs in later games after the gods ascended?
- RaH - Rassan al Hamam
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Re: Kn Rule Feedback
There were 2 Moradin clerics in each of the 2 last rounds.
Last round there were at least 2 Arawn clerics I think maybe more?
Last round there were at least 2 Arawn clerics I think maybe more?
- WM - The Waste Mage
- King
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Re: Kn Rule Feedback
Bless land and pop growth are wanted by all. There needs to be a counter set of realm spells that make religions that do not have these palatable.
- AaH - Avicerra al Hamam
- King
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Re: Kn Rule Feedback
Problem is there are not many Realm spells that affect the game very much. If you are not allowed one of the two the priest has suddenly lost much of his power. Cant do much with his realm spells in combat except dispel for defense.
- TH - The Hunt
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Re: Kn Rule Feedback
Or we could just make it so everyone gets the spells... In the original rules, the only restriction on spells was whether the faith had access to the spheres or not.
"The Hunt rides. The Hunt protects."