The rules that the players read, contradicts to many times in too many ways, what the DM says.
I cannot enjoy a game that way.
Regarding rules. Your post seems to suggest that mechanics and flavor were isolated from each other. That was true to some degree in 4e. But in 5e the *narrative* descriptions of rules are just as binding as the dice calculations are. Often the narrative is more important than the dice. Often flavor and mechanics are so entangled, it is difficult to separate. For example, with regard to the Cleric class, the *mechanics* of the Channel Divinity feature says, ‘you gain the ability to channel divine power directly from your deity’, your polytheistic deity. This flavor has mechanical implications, such as if your deity is unavailable, displeased, or whatever. 5e especially blends narrative and mechanics. Consider how many spells are deeply rooted within the cosmological assumptions.
This is especially the bit of your post that I gave XP to. As I've been saying, this is an aspect of RPGing that I care quite a bit about, and your posts on monotheism have given me a new angle into thinking about it as part of an approach to the play of the game.collective storytelling encourages the players to explain the significance of events in personal ways. Interpretive faith also works best for campaign settings that seek the verisimilitude of reallife cultures, where there are typically a diversity of religious traditions.
but it has no tie at all to either being monotheistic or polytheistic. The mechanic iworks exactly the same in both Cases. There's not a single class mechanic,item or spell that has to be changed even the tiniest bit between having multiple deities or a single deity.For example, with regard to the Cleric class, the *mechanics* of the Channel Divinity feature says, ‘you gain the ability to channel divine power directly from your deity’, your polytheistic deity. This flavor has mechanical implications, such as if your deity is unavailable, displeased, or whatever.
/snip
For example, with regard to the Cleric class, the *mechanics* of the Channel Divinity feature says, ‘you gain the ability to channel divine power directly from your deity’, your polytheistic deity. This flavor has mechanical implications, such as if your deity is unavailable, displeased, or whatever. 5e especially blends narrative and mechanics. Consider how many spells are deeply rooted within the cosmological assumptions.
5e PHB page 58 said:At 2nd level, you gain the ability to channel divine energy directly from your deity...
Check with your DM to learn which deities are in your campaign
Players: Hey DM, which deities are in the campaign.To be fair ...
‘Check with your DM to learn which deities are in your campaign.’
The very word ‘deities’ (plural) is polytheism.
There isnt a hint in the Players Handbook that it could mean anything except polytheism.
The only thing that players read is, polytheism, polytheism, polytheism.
The 5e Players Handbook is all-in on polytheism.
That's why you tell the players how your setting is set up, it's your homebrew, don't expect your players to suddenly know about it if you don't take the time to tell them about it. Instead tell them that "The astral plane is known as purgatory. There is the prime, heaven, and hell, there are no other planes of existence."Players: Does the Great Wheel still exist? Does the Astral Plane still exist? How does the Astral Projection spell work? Do Drow still worship Lolth? How do Angels and Eladrin work? Is an Aasimar race possible? Commune spell? Etcetera, etcetera, etcetera.
The 5e Players Handbook hardwires into an extremely specific cosmological setting. It hardwires into the 5e version of Forgotten Realms.
A DM can design a campaign setting that creates space for much of this, happily removes some of this, and rewrites certain flavors.
A problem is, the players are reading something else.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.