Paul Farquhar
Legend
Not according to the rule book!That means that the clerics in D&D that are priests(and all of them are)
Not according to the rule book!That means that the clerics in D&D that are priests(and all of them are)
I liked the 2E approach to clericsNot according to the rule book!
There is nothing wrong with it if that is what you like. I just have a hard time connecting to this conceptI played an astral elf mercy monk who was a vigilante trying to control his powers to heal the sick and punish the wicked, ultimately with goals of becoming an eventual god of death. i don't see how "monk is Asian" affects the story of that, when he mostly uses daggers to fight. Saying that monk is type casted to be an Asian stereotype is a very limited view or imagination of the class when the possibilities are endless IMO
Yes according to the 5e PHB(rule book). The acolyte background makes it clear that there are priests without clerical powers. Clerics are also priests, just not ordinary ones.Not according to the rule book!
I feel your pain.I started what I hoped would be a fun thread where we could discuss different orders or even types of monks for D&D. I regret starting this thread.
i mean its pretty easy to make using the flavor that the game gives you.There is nothing wrong with it if that is what you like. I just have a hard time connecting to this concept
Some of us like to have organizations within a setting for the player characters to join. In the city of Greyhawk, a character could be a member of the Guild of Wizardry, the Thieves Guild, the Night Watch, or a member in good standing in the temple of Rao. Nobody's forcing this on any player. If Grump McLoner wants to make a character whose an orphan, doesn't get along with others, and is lone wolf with no ties to anyone or anything, well, okay, fine. Make that character. Nobody's forcing anything down anyone's throat.I really don't get what this obsession with "monastic orders" is. It's not part of the rules, it's not part of the fluff. It's not even part of history - itinerant friars and wandering mystics have always been a thing. Why can't the player decide for themselves how they acquired their abilities? why must it be tied to some organisation?
i mean its pretty easy to make using the flavor that the game gives you.
they make it so that mercy monks have to wear masks and one of these masks shown in an example art is literally a plague doctor mask, giving me something to latch on to with the concept, and making a monastic order of plague doctors who have been trained in the way of balancing life or death.
i feel like some people are too quick to jump to the stereotype of "monks are oriental mysticism" and limit themselves because they believe "eastern fantasy" and "western fantasy" dont mix
Some of us like to have organizations within a setting for the player characters to join. In the city of Greyhawk, a character could be a member of the Guild of Wizardry, the Thieves Guild, the Night Watch, or a member in good standing in the temple of Rao. Nobody's forcing this on any player. If Grump McLoner wants to make a character whose an orphan, doesn't get along with others, and is lone wolf with no ties to anyone or anything, well, okay, fine. Make that character. Nobody's forcing anything down anyone's throat.

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