Friday, November 1, 2019

Goblins & Greatswords: A new look for the cleric

My much-delayed fantasy heartbreaker, Goblins & Greatswords, is finally picking up some steam, and has given me a new take on a fairly controversial class that's been with us almost as long as fantasy role-playing games have been a thing.

I've opted to call this reimagined class the Devoted (after waffling between that and Dedicated.) I'm trying to avoid using the class names from that other game, and neither "priest" nor "crusader" had the broader feel and connotations I was looking for. I'm not 100% happy with it, but unless I get a better idea, Devoted they shall remain.

Rather than casting spells as clerics traditionally have in D&D-like games, the Devoted can petition the higher powers for boons thought prayer and rituals. It's a bit more limited than wizardly spellcasting, but also a bit more open-ended. The basic mechanic is essentially identical to the reaction roll to determine monster and NPC actions toward the party -- I'm using my own 2d10 reaction table, of course.

Every Devoted can gain Faith Points for dutiful service, up to a maximum of two per level of experience. These are not acquired automatically upon gaining a level, but must be earned through deeds that advance the faith. These may include assisting those in need when it would be inconvenient for the character’s own goals, heroic acts at great risk of life or limb, or defeating an enemy of the faith; the GM will decide how many points each deed is worth. Points may also be lost for acting against the tenets of the character’s faith, but otherwise, a Devoted can always restore his or her maximum Faith Points through a night of rest and a morning of prayer.

When petitioning for divine aid, the player rolls 2d10, adds the character's adjustment for Presence (i.e. Charisma) and as many Faith Points as he cares to spend (announced before the roll is made, not after.) Other bonuses and penalties may apply e.g. for holy items used, the magnitude of the boon sought, and strength of the opposition. The cleric's Turn Undead ability is folded into this system, with a penalty based on the Hit Dice of the creatures to be banished. 


Roll (2d10 + modifiers)
Result
2-3
Request denied; offended. No further requests considered until penance is done
4-8
Request ignored
9-13
Neutral
14-18
Request granted
19-20
Request granted with pleasure; half of Faith Points returned


Possible prayers include:

Banishment: The equivalent of Turn Undead.

Guidance: Similar to the AD&D spell Augury; the player frames a question and if successful, receives an answer in the form of a sign or omen.

Healing: Not the same as instant magical healing, but rather to speed recovery. E.g. instead of curing a disease, the symptoms get better over a period of days.

Warding: Sort of like Protection From Evil (or undead, or lycanthropes, or what-have-you.)

Cleansing: For purification of food and drink, but also for purging spiritual foulness such as curses.

Blessing: Bolstering the character's or an ally's chances to succeed at some feat, or at least avoid harm in the attempt.

The exact descriptions and mechanics for these powers are still in development (i.e. bouncing around in my head) but I think, at least in principle, it's a feasible way to differentiate a faith-based class from its spellcasting counterparts.




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