>>96328232
Thanks for the interest.
It's a very autistic somewhat weeb system that I have been working on for years and I swear it will be finished. Some day. One day.
Half-open half-class-based system with the purpose of protecting niches while also giving the freedom to sidegrade easily and basically come up with your own class. Every class focuses on two main skills.
Priests are focused on divine spellcasting and social skills. The social skills often give bonuses to dealing with non-human entities like spirits, local gods, ghosts. The other abilities focus on spellcasting, like increased healing or being so pure that demons can hardly touch you. They are inspired by local priests, shrine guardians, spiritual shepherds of communities. They have a class ability that allows them to pray for one ally from a distance and give them a good bonus.
The clerics focus on the combat main skills plus divine spellcasting. They often have bonuses for fighting unholy entities, being extra resistant to them, or empowering themselves via divine spells. The divine spellcasting is a bit secondary. They have an ability that allows them to give some minor bonuses to allies close to them by chanting while they swing their weapons around. So they naturally want to stand on the frontline together with other characters.
There are no class-based restrictions on armor, it's based on strength. Technically, nothing stops a priest from wearing armor, if the player wants to put some points into strength or plays a race that starts with a good amount. Nothing technically stopping a cleric from wearing robes either.
You equip spells, either on your armor, weapons or things like rings and amulets. Robes are just barely protective clothes that are good for equipping several spells