NegInfinity wrote:Valefort wrote:It would be much longer of course but doable, there aren't that many temples.
I have my doubts about that.
The clerics are supposed to have god specific entries, and if I remember correctly, some of those entires are currently missing. Therefore I think it is unlikely that an unique "alternative item" - per cleric - will happen.
I may be wrong about it.
All I can picture are Surfacers getting healed at the Temple of Lolth in Sshamath, for some reason, and it irks me. (Realistically, it probably wouldn't happen, but still.)
I like your ideas on this topic, NegInfinity, and I support pretty much all of them -- especially the bit about diseases and poisons; immunity to these effects is not at all special when there are exploits that effectively give every character immunity. Some races (Duergar, for one) have ECL penalties because of these features, and it amounts to penalizing a player for nothing, if poison (in this example) is otherwise meaningless. The idea that Restoration would only dampen the effects of poison/disease/neg. energy is compelling too, and I think well worth looking into.
I feel that, if NPC clerics are given these abilities, they should only work if you share the alignment, with a step in either direction, of that Deity. Ergo, a Cleric of Lolth would only heal characters that are CE, CN, or NE, while a Priest of Lathander would only heal a PC that is of LG, NG, CG, or N. This does get tricky with some deities, such as Ilmater, who would be inclined to heal just about anyone considered "suffering", etc., but on the whole, it might be a good place to start. It would also make Alignment matter a little more in the larger world.
However, the fetch-quest idea is compelling, too -- maybe there are certain components required that the user has to pick up for the ritual. Like a Diamond for a Resurrection, for example, or some rare herbs for a poison cure, that sort of thing. Could they be inventory items harvested in the wild? The Script checks for the item in the inventory, and consumes it if it's there, and informs the user that they are missing it if they are? Then a character could have a few handy if they wanted to be prepared, or just do the "fetch" part preemptively on their way to the NPC. If these required items are harvested, it would make sense to have a random chance to find them (survival for herbs, appraise for diamonds in ore, maybe?, Alchemy for the ingredient to cure poison, etc.). There are many ways to spin this that would allow characters who specialize in variations in this field to be more useful.
That's my 2c on the matter, anyway. I love where this discussion is going. Can't wait to hear more ideas thrown around!
~ Moose