>to the same degree the fighters and magic users have to acknowledge the authority of a duke while visiting the castle
Other classes are free to acknowledge authority, but because a cleric's spells are granted by a deity I don't see how they have this choice.
/osrg/ - Milk and Cereal General
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>a cleric's spells are granted by a deity
I mean, not nessesarilly. They could be powered by the cleric's raw faith, be the result of ritualized rites the church knows rather than direct intervention, be pacts whereby if the cleric keeps up their side of the bargain they're granted the power, or all sorts of other things. It depends entirely on the metaphysics.
novelupdates.com
The MC is a powerful cleric because he was the head of a New Age Cult before getting Iseaki'd, and the recent chapters involve higher-ups from an established religion staging performances with shills to gather faith.
>leveling up makes you better at getting hit
What?
>appendix in the back full of alternate classes
Well yeah, but it's optionnal. Playing the flash version, I had plenty of dungeon robbers (as in characters with the "dungeon robber" class) who basically became wizards, fighters or clerics solely through the gear they accumulated. Never got a character that really felt like a thief without actually being a thief though.
>leveling up makes you better at getting hit
Sounds about right.
They can take more hits.
>I had plenty of dungeon robbers [...] who basically became wizards, fighters or clerics
Mine always became gimped fighters.
>without actually being a thief though.
Thief always feels worse than Dungeon Robber to me, since you only get one chance at sneak.
I could maybe see a high level hiWIS thief working, but even that sounds sketchy.
Every level get 1d6 hit points.
Every odd level, including level 1, get +1 to hit
Every even level, get +1 to sneak
Why does it need to be more complex then that?
I put together a general adventurer class. It's basically a cleric without any cleric spells. Instead, they get a handful of non-combat skills and MU spells up to spell level 3.
I wanted to make something that would fit in with the rest of the classes but not step on any toes. I may have made the spell and skill advancement a little weak to make up for this, though.
This is the first thing like this I've ever put together, so please take a look and let me know if you have any advice on how to improve it.
Take out Detect Secrets. Roleplay and search rules cover it well enough.
Pidgin as-written also sounds better as roleplay, though I could see a smattering-type skill working.
Gouge the spell casting and add an X-spelllevel chance to preserve scrolls skill.
That would give every adventurer every skill (hide, tinker, bush, scroll) but still leave 6 options for point distribution.