Scott Graves
First Post
The Rogue Arcane Trickster has their defined "god" as agnostic. Now THAT takes faith!
As a pet peeve, the definition of Faith has evolved greatly over the last 150 years - at least as it has been presented in dictionaries. Early dictionaries, say those of the 19th century, presented a very different definition of faith than the one that has been trending to dominance among lexicographists over the last 50 years. My contention is that this evolution has occurred as the proportion of lexicographists who are pious has diminished, producing a situation where the people judging the meaning of the word "Faith" are increasingly the ones that don't have it.
This produces a huge disconnect in modern conversation between the pious and the irreligious, since the irreligious when they say "faith" are using something like your dictionary.com definition, but the religious and pious when they say "Faith" are using an entirely different older definition. The result is a massive disconnect where neither side understands what the other is saying, and which were neither side agrees to the others axiomatic claims. The two groups are literally speaking different dialects where words with particular sounds are related to one other, but convey very different meanings.
For example, the reason that I would tend to say that "Faith" shouldn't really exist in a fantasy game setting, is that the vast majority of fantasy game settings have some sort cosmology that is pastiche polytheism, and in general polytheistic religions consider correct ritual vastly more important than faith (if they consider faith at all) and what separates the clergy from the common worshiper is not a degree of faith, but the fact that the clergy possess the esoteric and often secret knowledge (to say nothing of the paraphernalia) necessary to correctly perform the rituals. The logic of that is based on the assumptions of polytheism, which do not require that the worshipper form an attachment to any particular deity. Monotheism holds faith higher than ritual, because it emphasizes in a way that polytheism doesn't, attachment to the person of a particular deity. (As Gene Wolfe recently died, the conversation between Severian and his deceased Master concerning government, and the faith of his three legged dog comes to mind here.)
e) Even if we approach the question from a simulation perspective, it's highly unlikely that extreme disparities exist between environments were adventuring occurs and the ones where it doesn't for two significant reasons. First, there would be economic pressure for leveled PC individuals to migrate from the area where adventuring occurs to the ones were it doesn't, because their skills in those environments would be rarer, more highly valued, and their disparity in power compared to the ordinary inhabitants would make more influential and able to assert their will on the population. In other words, there would be pressure for the leveled individuals to conquer the non-leveled individuals. This would also tend to immediately turn the locations where adventuring doesn't happen into areas where adventuring happens. Likewise, there would be economic pressure for monsters to desist in attacking areas where adventuring happens (and leveled PCs occur) and turn their attention to the areas where their plundering and depredations could not be easily resisted. Again, this would immediately turn the areas where adventuring doesn't happen into areas where adventuring does happen. Further, if we suppose that these populations of non-leveled individuals exist, we have to explain how in fact they are surviving in a world with creatures like ghouls and werewolves if in fact they have no real ability to resist such creatures. The obvious answer is that leveled individuals exist in sufficient quantitates and with sufficient organization to protect them from such common threats. The result is that even if we are purist to simulation of a so called gritty, "grimdark", pseudo-medieval setting that we are forced to concede that the only stable arrangement of society is one where "adventuring" occurs everywhere and leveled PC's exist in approximately the ratios established by the areas that have already been described and detailed by the game publishers.
I confess I'm struggling to follow the detail of some of the conversations (which have drifted a bit from the original topic), but this particular logic path doesn't seem to jibe with my sensibility, or some real-world evidence.
The concept of gentrification...
Gentrification?
Yeah, I'm trying to stay away from all the political stuff and focus on the impact of high-level PCs moving into a low-level area. More of an abstraction/parallel.
Why bother moving into a low-level area except to retire?
But I'm not moving to a low-value area just because I'm a high-value character...
Conquering low-level creatures provides me with a nothing-buffer against threats I might face.
There is no contradiction. Most priests are not clerics and don't cast spells, but those aren't detailed in the modules because there is no point fighting them. Only the small proportion that can cast spells are worth the time of adventurers. Things only get stat blocks if they can actually pose a threat or offer meaningful aid.
Actually, come to think of it... Princes of the Apocalypse has plenty of "priests" who aren't clerics (or cleric-like NPCs). Each of the elemental cults have their own priests (Howling Hatred Priest, Black Earth Priest, and so on), and they all have stat blocks that look a lot like sorcerers - Charisma-based casting, spells mostly taken from the sorcerer list, and such. The cult leaders aren't clerics either - the closest class equivalents are wizard, sorcerer, druid, and monster/fighter. The only cultists with Wisdom-based casting are druids (two particular individuals) or monks.