Simply divine.
Jul. 2nd, 2009 12:16 amI'm really looking forward to the release of Divine Power for D&D 4E. Just as Arcane Power restored familiars to the game, updated in a way that fits 4E's quick-and-easy mechanical gaming paradigm and the greater focus on personal flavor and flair, Divine Power is bringing back a concept that was missing in the Player's Handbook: Domains.
This might seem like a little thing, but so far in 4E, there aren't many differences in how clerics of different deities play out. As of PHB, each stock deity has a different "Channel Divinity" feat, giving the divine characters access to another encounter power that uses their Channel Divinity feature (essentially, divine characters can have extra encounter powers but they all occupy a shared "slot"), and as of Adventurer's Vault, there are unique holy symbols for each stock deity. Other than that, there are a few paragon paths tied to religion. That's about it.
Religious choice isn't like a warlock's pact or a sorcerer's power source, in terms of affecting many aspects of the character's powers. Sure, you can fine-tune the special effects and dress up the rituals, but that's it.
But the way domains are being handled... each deity has two or three domains defined, and each domain has two separate feats associated with it. One feat gives bonuses to specific divine powers (making choice of deity work more like those aforementioned class features of warlocks and sorcerers) and one feat gives a new Channel Divinity power.
Divine characters don't have to pay attention to domains and don't have to spend feats on them, but I like that they have the option. I like it because it allows you to "flavor" your character more heavily for a particular deity. I like it because it effectively creates more "generic prayers" that can be used across multiple divine characters, and that the existence of the "Channel Divinity slot" that can now conceivably hold a half dozen different encounter powers to pull out extends the potential flexibility of divine characters.
Something similar would be a great way to restore more flexibility to arcane characters, too. Wizards have their spellbooks and swordmages have a feat that gives them a lesser version of the same, but it would be interesting if there were a selection of minor spells that were accessible across all the arcane classes. As much as I like the fact that a wizard, a sorcerer, and a warlock all come out completely different, some "stock magic" would be a good way of emphasizing the fact that they're three different approaches to a similar end.
The other reason I like the domains is that their existence will be very freeing for DMs who do not wish to use the default cosmology and pantheons. As it is, not using the built-in gods leaves you with basically three options: let players take an existing god's channel divinity power feat with the serial number filed off if it makes sense for their deity, ignore those feats, or create new powers and accompanying feats that are roughly balanced with the existing ones. Having a bunch of pre-made and pre-tested channel divinity powers that aren't tied to a particular god or goddess will make things easier on DMs, especially those who either want to create vast interconnected pantheons or not bother with them... after all, you can always let a cleric pick two or three concepts that are central to their beliefs.
The new paragon path that they've previewed for clerics looks pretty nifty, too... the "miracle worker" is an answer to anyone who thinks the cleric doesn't have enough focus on healing now that they've been transitioned into the "leader" role... and been joined by a total now of four other classes in that same role, each with a nigh-identical healing power (warlord, bard, shaman, artificer). Clerics don't have to be pigeonholed into the role of healing... but they can still beat every other class at it.
This might seem like a little thing, but so far in 4E, there aren't many differences in how clerics of different deities play out. As of PHB, each stock deity has a different "Channel Divinity" feat, giving the divine characters access to another encounter power that uses their Channel Divinity feature (essentially, divine characters can have extra encounter powers but they all occupy a shared "slot"), and as of Adventurer's Vault, there are unique holy symbols for each stock deity. Other than that, there are a few paragon paths tied to religion. That's about it.
Religious choice isn't like a warlock's pact or a sorcerer's power source, in terms of affecting many aspects of the character's powers. Sure, you can fine-tune the special effects and dress up the rituals, but that's it.
But the way domains are being handled... each deity has two or three domains defined, and each domain has two separate feats associated with it. One feat gives bonuses to specific divine powers (making choice of deity work more like those aforementioned class features of warlocks and sorcerers) and one feat gives a new Channel Divinity power.
Divine characters don't have to pay attention to domains and don't have to spend feats on them, but I like that they have the option. I like it because it allows you to "flavor" your character more heavily for a particular deity. I like it because it effectively creates more "generic prayers" that can be used across multiple divine characters, and that the existence of the "Channel Divinity slot" that can now conceivably hold a half dozen different encounter powers to pull out extends the potential flexibility of divine characters.
Something similar would be a great way to restore more flexibility to arcane characters, too. Wizards have their spellbooks and swordmages have a feat that gives them a lesser version of the same, but it would be interesting if there were a selection of minor spells that were accessible across all the arcane classes. As much as I like the fact that a wizard, a sorcerer, and a warlock all come out completely different, some "stock magic" would be a good way of emphasizing the fact that they're three different approaches to a similar end.
The other reason I like the domains is that their existence will be very freeing for DMs who do not wish to use the default cosmology and pantheons. As it is, not using the built-in gods leaves you with basically three options: let players take an existing god's channel divinity power feat with the serial number filed off if it makes sense for their deity, ignore those feats, or create new powers and accompanying feats that are roughly balanced with the existing ones. Having a bunch of pre-made and pre-tested channel divinity powers that aren't tied to a particular god or goddess will make things easier on DMs, especially those who either want to create vast interconnected pantheons or not bother with them... after all, you can always let a cleric pick two or three concepts that are central to their beliefs.
The new paragon path that they've previewed for clerics looks pretty nifty, too... the "miracle worker" is an answer to anyone who thinks the cleric doesn't have enough focus on healing now that they've been transitioned into the "leader" role... and been joined by a total now of four other classes in that same role, each with a nigh-identical healing power (warlord, bard, shaman, artificer). Clerics don't have to be pigeonholed into the role of healing... but they can still beat every other class at it.