Posted December 09, 2015
bismuthdrummer: I was thinking of BG restrictions. In any case, Clerics lacking major Cosmos access is by design in the campaign world, so it technically is an exploit. That's a hole they should have closed pretty easily but testers probably missed it.
I like Earth because of Dust Cloud, Ironskin, Quicksand, but I haven't thought about combinations.
The particular trick I mentioned does not actually grant Cosmos access. I like Earth because of Dust Cloud, Ironskin, Quicksand, but I haven't thought about combinations.
I never understood why Clerics only got minor access to Cosmos in the campaign world. Then again, I would have made it so that Preservers (but not Defilers and Templars) would get healing magic, since I think that actually fits better.
Note that in the campaign setting, as written, there is no way for a Good aligned character to get powerful healing magic, which seems rather odd to me. (Remember that Water of Life didn't work the same way as Heal in P&P.)
I should also point out that, by design, Clerics can gate in material of their element. Gating in Water could be quite useful in a setting where water is scarce, for example. That is not the case in the computer games, and as a result, clerics are handicapped in this respect.
Also, I believe Druids actually got minor access to a secondary element in the campaign world but, again, not in the cRPGs.
In addition, don't forget the psionic disciplines of Psychoportation and Clairscientence, which are not implemented in the computer games (but look carefully at the screenshot on page 9 of the Shattered Lands manual).
Out of curiosity, does anyone know how Dark Sun Online: Crimson Sands stood in terms of these P&P/cRPG differences?