D&D (2024) I have the DMG. AMA!

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Yes! I always found the idea jarring and stupid. Divine is the magic of gods, arcane is personal magic. It is paradoxical and thematically confused to have a god of arcane.
Hecate, Thoth, Odin... I mean, sure, real-life pantheons generally don't have a strict delineation between "arcane" and "divine" magic the way D&D has, but it's not like real-world mythology doesn't have gods of magic.

Real-world gods (umm... well, you know what I mean) generally have magic as part of their "portfolio" (usually associated with knowledge in some fashion) rather than being their main focus, but in a world where magic actually works and is extremely powerful, having gods that's primarily focused on magic makes at least as much sense as having gods of war.
 



Because it’s a game. Most games assume fairness that I’m aware of.
Perhaps you are right about most games, but I am really okay with D&D having a more asymmetrical approach to balance and what you would perceive as "fairness". Classes should work, feel and interact differently with the world around then.

If it makes sense for a cleric to lose his powers for betraying his own beliefs, so be it. It's part of the experience of playing as this kind of classes.
 


Hecate, Thoth, Odin... I mean, sure, real-life pantheons generally don't have a strict delineation between "arcane" and "divine" magic the way D&D has, but it's not like real-world mythology doesn't have gods of magic.
You explain here yourself why it is an issue in D&D. Real world really does not have clear distinction between arcane and divine, mages and priests. But in metaphysics where such distinction is made, this becomes an issue.
 

I really liked the random grab bag for veteran DMs, to be honest. Still a little sore that they changed the book so much in the same edition.
That's not always a bad thing. This DMG is very much geared toward new DMs. It looks to me like it will do a much better job providing them with advice and direction and help them become good DMs than the 2014 DMG, which is more like a random grab-bag of stuff that was more for veteran DMs.
 


Perhaps you are right about most games, but I am really okay with D&D having a more asymmetrical approach to balance and what you would perceive as "fairness". Classes should work, feel and interact differently with the world around then.

If it makes sense for a cleric to lose his powers for betraying his own beliefs, so be it. It's part of the experience of playing as this kind of classes.
I go back to every class has a role that can fit into.

Rogues who betray their guilds get kicked out.

Fighters have commanders who they must obey. Druids have circles.

Bards have colleges that do…collegiate stuff.

Point is, we’ve decided at some point that paladins and clerics have to obey certain rules that everyone else gets to ignore and for no good reason, and definitely not with an eye towards fairness.

I’m pretty sure most players want an even playing field on at least this score.
 

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