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My houserules until now:
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<blockquote data-quote="fissionessence" data-source="post: 4386030" data-attributes="member: 63357"><p>I don't want to speak for andarilhor, but I would definitely count atheism as a religion, especially for the purposes of character creation. Perhaps I have a looser definition of 'religion' than others, though. Here are some examples I can think of as religions for a D&D character:</p><p> · devout servitor of Pelor</p><p> · dedicated atheist</p><p> · 'unaligned' agnostic</p><p> · lover of no god, but spreader of chaos</p><p> · vagrant hedonist who seeks to become the 'Bacchus' of his world</p><p></p><p>I would define a religion as lens through which one views the world, and the moral parameters set by said lens. Whether this lens is set by a deity or a church or intellectual discourses is irrelevant: it's all religion.</p><p></p><p>Then again, andarilhor may have meant the characters actually have to worship a god <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>They can just take their short rests back to back and turn it into a fifteen minute rest in order to identify three items. Or else, a party with a Wizard, a Warlock and an Artificer could identify the three items in just the one five minute rest. </p><p></p><p></p><p></p><p>Well, Fighters don't have to be stupid, but in my opinion they should be able to identify the magical properties of such items, so I have to default to the written rules on this one. But I wouldn't be opposed to the concept that one's ability to identify a magic item depends on his or her proficiency with the item. So, then a Wizard wouldn't be able to figure out a magic sword, but a fighter would. For items where there's no real proficiency (boots, amulets, rings, etc.), the DM could determine the application of the item and choose what type of character would be most attuned to it, or else just say it's identifiable by anyone. </p><p></p><p>~</p></blockquote><p></p>
[QUOTE="fissionessence, post: 4386030, member: 63357"] I don't want to speak for andarilhor, but I would definitely count atheism as a religion, especially for the purposes of character creation. Perhaps I have a looser definition of 'religion' than others, though. Here are some examples I can think of as religions for a D&D character: · devout servitor of Pelor · dedicated atheist · 'unaligned' agnostic · lover of no god, but spreader of chaos · vagrant hedonist who seeks to become the 'Bacchus' of his world I would define a religion as lens through which one views the world, and the moral parameters set by said lens. Whether this lens is set by a deity or a church or intellectual discourses is irrelevant: it's all religion. Then again, andarilhor may have meant the characters actually have to worship a god :) They can just take their short rests back to back and turn it into a fifteen minute rest in order to identify three items. Or else, a party with a Wizard, a Warlock and an Artificer could identify the three items in just the one five minute rest. Well, Fighters don't have to be stupid, but in my opinion they should be able to identify the magical properties of such items, so I have to default to the written rules on this one. But I wouldn't be opposed to the concept that one's ability to identify a magic item depends on his or her proficiency with the item. So, then a Wizard wouldn't be able to figure out a magic sword, but a fighter would. For items where there's no real proficiency (boots, amulets, rings, etc.), the DM could determine the application of the item and choose what type of character would be most attuned to it, or else just say it's identifiable by anyone. ~ [/QUOTE]
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