Author Topic: Clerics...  (Read 2469 times)

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Offline Right Wing Wacko

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Clerics...
« on: August 23, 2008, 10:41:36 PM »
I have RMFRP...
All Clerics have the same base lists...blah, blah, blah...

How do you make the various religions (and,consequently, Clerics) differ in your games?

What "fluff", mechanics or otherwise, do you include in your games to make Clerics "feel" different?...


Thanks guys!
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Offline RandalThor

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Re: Clerics...
« Reply #1 on: August 24, 2008, 12:32:30 AM »
There is the Channeler's (ing?) Companion that goes into making "Priests" for different religions. Another way is to just change the base lists to the ones you like - though I would definately go with more Closed-Lists, and maybe some Other Base-Lists, than Open-Lists.
Power corrupts, and absolute power corrupts absolutely. Scratch that. Power attracts the corruptible.

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Offline markc

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Re: Clerics...
« Reply #2 on: August 24, 2008, 01:21:50 AM »
 Yes the Channelign Comp has the rules you need to have clerics have unique spell lists as well as bonuses for skill categories.

MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Right Wing Wacko

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Re: Clerics...
« Reply #3 on: August 24, 2008, 02:29:26 PM »
Cool...thanks!
A military solution isn't the only answer, just one of the better ones.
www.strategypage.com

"Note #0: A GM has the right to change any rule in a book to fit their game."- markc