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Religion in Your Campaign – Priests and Congregations
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<blockquote data-quote="Stormonu" data-source="post: 8584470" data-attributes="member: 52734"><p>Prior to 3E in my homebrew, about 80% or more of priests of a given faith didn't have spells or powers. Usually only those very high in the hierarchy had direct access to god-granted abilities, or those fanatical individuals who were on proselytizing quests had access to abilities, and the rest followed by faith. The gods were bound in a way they were not allowed to directly interfere with mortal affairs, could only channel their abilities through those who were willing vessels, and only had so much power they could spread around to infuse the faithful with - and in so empowering a vessel took a chance of losing that power if something untoward happened to the individual.</p><p></p><p>Sometime in 3E, I dropped all that, and haven't been using that since. I found my players weren't interested/comfortable attempting to RP a fictitious religion and just wanted to game with a character that could heal. This article has me pondering about going back to redevelop the RP aspects and those restrictions, possibly with certain taboos, traditions and rituals to go along with it (for NPC's, primarily) - so long as they don't stop players from wanting to choose "divine" characters.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8584470, member: 52734"] Prior to 3E in my homebrew, about 80% or more of priests of a given faith didn't have spells or powers. Usually only those very high in the hierarchy had direct access to god-granted abilities, or those fanatical individuals who were on proselytizing quests had access to abilities, and the rest followed by faith. The gods were bound in a way they were not allowed to directly interfere with mortal affairs, could only channel their abilities through those who were willing vessels, and only had so much power they could spread around to infuse the faithful with - and in so empowering a vessel took a chance of losing that power if something untoward happened to the individual. Sometime in 3E, I dropped all that, and haven't been using that since. I found my players weren't interested/comfortable attempting to RP a fictitious religion and just wanted to game with a character that could heal. This article has me pondering about going back to redevelop the RP aspects and those restrictions, possibly with certain taboos, traditions and rituals to go along with it (for NPC's, primarily) - so long as they don't stop players from wanting to choose "divine" characters. [/QUOTE]
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Religion in Your Campaign – Priests and Congregations
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