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*Dungeons & Dragons
Accessing Divine Magic on non-native Material Planes
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<blockquote data-quote="Sword of Spirit" data-source="post: 6793217" data-attributes="member: 6677017"><p>In 2e you had to cast a (2nd-level if I recall) spell each day to contact your deity in order to be able to prepare spells at all. 2e also had a whole lot of other restrictions when moving around the planes or the crystal spheres. This was in harmony with AD&D's general restrictive and punitive way of limiting things.</p><p></p><p>None of those restrictions are a part of 5e philosophy.</p><p></p><p>I'd say that if you are in a crystal sphere where your deity isn't known, you might not be able to use the 10th-level requesting a miracle power, and/or you might have a chance of failure when casting a <em>commune</em> spell. Beyond that...it's all in the role-playing. Maybe the DM decides that your deity doesn't hear your prayers, or that they take the long scenic voicemail route and get heard a month late. But spellcasting ought to work perfectly no matter where you are--it's a core feature of your class.</p><p></p><p>I would suggest strongly thinking through any limitations you create and weighing them against how 5e philosophy deals with other things converted from prior editions. If you do decide to go punitive, realize that you are making an exception to how 5e normally works, and <em>make sure it is worth it to your game</em>. As a player, it would have to be a pretty good reason for me to not get a sour taste in my mouth about that (and I'd definitely want to know ahead of time during character creation).</p><p></p><p></p><p></p><p>An utterly meaningless distinction that 5e should toss.</p><p></p><p>Immortals: Phenomenal cosmic power</p><p>Deities: Phenomenal cosmic power</p><p></p><p>Immortals: Portfolios, areas of control/interest</p><p>Deities: Portfolios, areas of control/interest</p><p></p><p>Immortals: Hear prayers and give spellcasting to followers</p><p>Deities: Hear prayers and give spellcasting to followers</p><p></p><p>Immortals: Have inconsistent travel restrictions about visiting the mortal world</p><p>Deities: Have inconsistent travel restrictions about visiting the mortal world</p><p></p><p>Immortals: All (theoretically, but not proven) used to be mortals</p><p>Deities: At least some used to be mortals</p><p></p><p>Immortals: Include among their Thor, Osiris, etc</p><p>Deities: Include among their number Thor, Osiris, etc</p><p></p><p>It's a completely arbitrary semantic distinction that only exists because BECMI did things a bit differently than AD&D. It should have been reconciled in 2e when they converted Mystara to AD&D, but it wasn't. I recommend you utterly scrap it and consider them to be the same thing.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6793217, member: 6677017"] In 2e you had to cast a (2nd-level if I recall) spell each day to contact your deity in order to be able to prepare spells at all. 2e also had a whole lot of other restrictions when moving around the planes or the crystal spheres. This was in harmony with AD&D's general restrictive and punitive way of limiting things. None of those restrictions are a part of 5e philosophy. I'd say that if you are in a crystal sphere where your deity isn't known, you might not be able to use the 10th-level requesting a miracle power, and/or you might have a chance of failure when casting a [I]commune[/I] spell. Beyond that...it's all in the role-playing. Maybe the DM decides that your deity doesn't hear your prayers, or that they take the long scenic voicemail route and get heard a month late. But spellcasting ought to work perfectly no matter where you are--it's a core feature of your class. I would suggest strongly thinking through any limitations you create and weighing them against how 5e philosophy deals with other things converted from prior editions. If you do decide to go punitive, realize that you are making an exception to how 5e normally works, and [I]make sure it is worth it to your game[/I]. As a player, it would have to be a pretty good reason for me to not get a sour taste in my mouth about that (and I'd definitely want to know ahead of time during character creation). An utterly meaningless distinction that 5e should toss. Immortals: Phenomenal cosmic power Deities: Phenomenal cosmic power Immortals: Portfolios, areas of control/interest Deities: Portfolios, areas of control/interest Immortals: Hear prayers and give spellcasting to followers Deities: Hear prayers and give spellcasting to followers Immortals: Have inconsistent travel restrictions about visiting the mortal world Deities: Have inconsistent travel restrictions about visiting the mortal world Immortals: All (theoretically, but not proven) used to be mortals Deities: At least some used to be mortals Immortals: Include among their Thor, Osiris, etc Deities: Include among their number Thor, Osiris, etc It's a completely arbitrary semantic distinction that only exists because BECMI did things a bit differently than AD&D. It should have been reconciled in 2e when they converted Mystara to AD&D, but it wasn't. I recommend you utterly scrap it and consider them to be the same thing. [/QUOTE]
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