Travel Domain

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Steve
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Travel Domain

Unread post by Steve »

Travel Domain in D&D provides a 1/round per CL Freedom of Movement supernatural ability to those of Travel Domain. Pathfinder—and I guess the-he-who-won't-be-named-but-starts-with-a-K—added 10% Fast Movement to the Domain, in place of Freedom of Movement.

Question: What was the reasoning to not add either to the Travel Domain, as it exists on BGTSCC? As well, limiting the Spells that are associated with the Domain?

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Re: Travel Domain

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I know it's low on the totem pole, but...


*bump*

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Re: Travel Domain

Unread post by AlwaysSummer Day »

I think it is for balance.
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Re: Travel Domain

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AlwaysSummer Day wrote:I think it is for balance.
You're Your wisdom humbles me. :lol:

Have you ever looked at Plant Domain? :|
Last edited by Steve on Tue Sep 20, 2016 2:38 am, edited 1 time in total.

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Re: Travel Domain

Unread post by AlwaysSummer Day »

Your sarcastic insult lost a lot of respect.
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Re: Travel Domain

Unread post by chad878262 »

or Strength domain...earth is decent IIRC... There are a lot of solid domains that give sweet benefits for the cleric dip as well as the Cleric gish, caster or turn undead specialist. One of the few great things about Cleric over FS is the ability to cast DP as a 3rd level spell as well as extended versions in 4th and 5th level slots.

I don't think travel granting a rnd/lvl Freedom of movement and / or 10% movement bump would be terrible, but I also don't like that it does something another domain does, only better (I forget if it is animal domain or some other nature domain, but it gives 10% movement bump, but only in natural areas. Maybe if it only gave 5% movement increase?

So long as it's not adding (greater) teleport or haste as a 3rd level spell to the cleric list I think it would be fine to consider.
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Re: Travel Domain

Unread post by Rasael »

It was a QC decision at the time I wrote the teleport system. 2014?

The reasoning was that Clerics were getting teleports: which boosts their ability to do rapid loot runs round the server. Molag_bal actually did a few with BMD, literally plundering all chests on the server in less than 2? hours, and reported to us about it to make his point.

So it was decided not to add anything else to it.

Since that time the teleport cooldown has been vastly reduced or removed (I don't remember which). That means the Travel domain has been buffed in comparison to what it was when it was introduced. So I suspect QC won't change their minds about it.

Molag's testing showed us where to put teleport ward-inhibitors.
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Re: Travel Domain

Unread post by Eclypticon »

There was a time when clerics were better than FvS. Just have a look at the original forums and find those angry threads. The time domain was the most over powered domain you could take. It gave your cleric haste and premonition, and back then, you could still take persistent spell for perma haste.

The staff decided to nerf clerics and their domains while forcing worshipers to choose domains consistent with their deities. There was not much of a QC back in those days. Infact, QC was a very small group of volunteers brought together by the Dev Eldur (I think). I'm not sure they had anything to do with the decision at that time.

I think the staff was extra cautious with the travel domain back then and may have over did things a bit, but custom content creators were not what they are today if I remember correctly. What we have now is better than what we used to have.

Should we tweak the travel domain? Maybe. Karond made a nice suggestions as to improving it, but I cannot find that thread. I think one of his suggestions was to add expeditious retreat. This is a safe compromise in my opinion as haste is too over powered on a cleric. Teleport is pretty cool though for the people willing to use it.
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Re: Travel Domain

Unread post by Steve »

AlwaysSummer Day wrote:Your sarcastic insult lost a lot of respect.
Dude! You stated the obvious! I cannot help myself in these situations! :lol:

Anyway:

RE: Comparing to Plant Domain/Woodland Stride:
Plant Domain does grant 10% in Outdoor areas, but what is more awesome is granting Barkskin, which is +5 Natural AC. A super plus.

RE: Rapid Loot Runs/Teleport:

Understandable...at the time. Currently, there is a Cooldown of 30 RL minutes between Teleporting. So I don't think there is any "buff" atm.

As well, ANY PC with 18 UMD can use a Teleport Scroll...so that kinda de-awesome-izes a Cleric with Teleport spell ability. Maybe if Teleportation WAS NOT on scrolls...which is kinda a good idea anyway.

RE: Karond's suggestion and/or Haste/Not-Haste/Expedious Retreat:

Cleric already can caste Longstrider, so Expedious Retreat would do nothing extra. Granting Dash would be an option, if someone could still really justify Teleport casting as being OP (see point above). Freedom of Movement 1/rnd per level as a supernatural ability maybe seems OP to the current QC.

But does 10% Fast Movement, as done by the Big K and from Pathfinder, seem overpowered by current QC?

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Re: Travel Domain

Unread post by Calodan »

As well, ANY PC with 18 UMD can use a Teleport Scroll...so that kinda de-awesome-izes a Cleric with Teleport spell ability. Maybe if Teleportation WAS NOT on scrolls...which is kinda a good idea anyway.
You got this wrong. ALL spells should be available for purchase with the UMD fix not one single buffing scroll is OP now. Teleport? You would still need to invest in Concentration for it to be of real use anyway so I do not see the issue.
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Re: Travel Domain

Unread post by mrm3ntalist »

Making a sacred fist?
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Re: Travel Domain

Unread post by Steve »

Calodan wrote:[You got this wrong. ALL spells should be available for purchase with the UMD fix not one single buffing scroll is OP now. Teleport? You would still need to invest in Concentration for it to be of real use anyway so I do not see the issue.
Teleport is not a buffing spell, mate.

EDIT: every time you successfully use a particular Rune for Teleport, your chance to succeed improves.
Last edited by Steve on Mon Sep 19, 2016 4:52 pm, edited 1 time in total.

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Re: Travel Domain

Unread post by Steve »

mrm3ntalist wrote:Making a sacred fist?
No. A Cleric.

But I guess what you're implying in a round about way—tsky tsk M3nt!! 8-) —is that adding 10% Fast Movement TO A SACRED FIST BUILD would OP, thus...one particular use/abuse is getting in the way for all other circumstances?

There is a way to make Fast Movement NOT stack with Monk Speed, is there not?

EDIT: FYI, the Fast Movement 10% that one sees in the NWN2db also only works in Light or Medium armor.

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Re: Travel Domain

Unread post by Kauaiian »

Can we keep barkskin, remove the rest but add Travel by Plant? :mrgreen:
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Re: Travel Domain

Unread post by Eclypticon »

mrm3ntalist wrote:Making a sacred fist?
I suppose this would be our hypothetical flagship? C/M/SF with an extra 10% movement. That is the equivalent to 3 extra monk levels. Back in the old day not too long ago, folks used to play with more monk levels and they were okay I guess. I have always preferred more caster levels. Right now with a 29 CL for SF, I'd rather not play it.

SF out performs a FvS, in my experience, in the mid levels; so, it is something to consider. I do not care for teleport even though I think its cool. I would never use it unless for RP reasons. I do not think its useful mechanically in its current form, but that is my own opinion.

Our last discussion regarding additions seemed to hit a wall, but I wouldn't mind seeing some changes.

On another note, why does Akadi not have the travel domain?
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