Effectively, this is what 3e did. A deity grants two domains, but those not wanting to use deities can just pick two domains and go at it.![]()
And it was the perfect solution. Dont fix what aint broke.
Effectively, this is what 3e did. A deity grants two domains, but those not wanting to use deities can just pick two domains and go at it.![]()
Effectively, this is what 3e did. A deity grants two domains, but those not wanting to use deities can just pick two domains and go at it.![]()
What the DDN cleric is missing at the moment is a "build your faith" system.
The faiths that exist in the world, and the sources of divine power, should be a factor of the game world (and therefore be decided by the DM) and not by the player. That's my opinion, at least: players can opt in or out, but they don't have the prerogative to say their source is something else.
I wonder if this is actually the question that separates the views in this thread.
Maybe. I love it when my players add elements to the setting. It gives me hooks to use elsewhere, makes my players invested in the setting, and turns the game into more of a collaboration.The faiths that exist in the world, and the sources of divine power, should be a factor of the game world (and therefore be decided by the DM) and not by the player. That's my opinion, at least: players can opt in or out, but they don't have the prerogative to say their source is something else.
I wonder if this is actually the question that separates the views in this thread.
Maybe. I love it when my players add elements to the setting. It gives me hooks to use elsewhere, makes my players invested in the setting, and turns the game into more of a collaboration.
-O
The faiths that exist in the world, and the sources of divine power, should be a factor of the game world (and therefore be decided by the DM) and not by the player. That's my opinion, at least: players can opt in or out, but they don't have the prerogative to say their source is something else.
I wonder if this is actually the question that separates the views in this thread.
The faiths that exist in the world, and the sources of divine power, should be a factor of the game world (and therefore be decided by the DM) and not by the player.
Yes, but when I decide my fighter is going to be some kind of switch hitter, with feats for both improved ranged accuracy and cleaving with a two hander, nothing changes in the world.Kiiiinda. When I say "build your faith", it isn't directly only at players, but also at DMs. Fighter styles, rogue schemes, backgrounds and specialties are all "pre-package, but you can build your own" choices. I think the clerical faiths should also have such a guidance.
Yes, but when I decide my fighter is going to be some kind of switch hitter, with feats for both improved ranged accuracy and cleaving with a two hander, nothing changes in the world.
But when my PC decides that he is not going to follow Pelor, the God of sun and protection, but Peloooor, the God of Sun and Magic, I'm changing the whole world. While some DM might like this, specially if they are bringing a new world to the table, some others might not like it, specially if the world is stablished. Not a lot of DM would like that I add a new god of Sun and MAgic to their Forgotten Realm campaign, who already has gods for sun and gods for magic.