Power Investiture is the religious equivalent to Magery in GURPS.
Sanctity is the religious equivalent to the mana level.
To make clerics all I need to do is make some tailored spell lists for the gods and define some of the self-imposed mental disadvantages required of the pact that's built into the power investiture.
Druids, being similar to clerics, make their pact with nature instead of a specific god and will have a different kind of sanctity.
Paladins and Rangers would have lower levels of power investiture and would follow much the same path. It becomes a character design and flavor decision.
I just need to sit down and do it.
I'm getting there.
Generic D&D doesn't even bother to define the gods or how they differ from one another or if it's monotheism or polytheism. OG AD&D seems like a monotheism; later settings have polytheistic pantheons. YMMV.
All of this applies to Warhammer FRP too.
Of note: The warlock from later versions of D&D appears to use a similar structure as the clerics, but with non-divine entities. Since it's access to arcane rather than divine power, they'd use Power Investiture and the mana level to do their thing.
One thing I've noticed is the spell lists have a lot of overlap in what they can do.
I tend to prefer playing wizard type characters, and that has been the case since I first got addicted to D&D back in 1975-6. I used only a few spells, and found 2/3 to 3/4 of them useless for my tendency to go for overkill when fighting opponents. I told GG this at a game convention, and he explained that the designers needed to fill out the pages.
ReplyDeleteI bought the pre-order version of Monomyth, created(after several false tries) a wizardly type character, and until i gave up in frustration because of the unfinished state of the game, used only two spells; Dart and Light.