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Arbitrary thematic restrictions forcing mechanical limitations.
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<blockquote data-quote="Celebrim" data-source="post: 4957801" data-attributes="member: 4937"><p>My feelings would tend to be exactly the opposite of yours. To the extent that this would bother me at all, my focus would tend to be, "Arbitrary mechanical restrictions forcing thematic restrictions." That is to say that, if the mechanics are not balanced around the different available themes, then it tends to force players to adjust their role play to accomodate the mechanics rather than playing what they want. For example, in 3rd edition, domains like Trickery, Travel, Luck and Knowledge were so obviously better than Healing and Good, that it tended to discourage playing a cleric of certain themes and encourage playing one of another.</p><p></p><p>But on one level this doesn't bother me at all, because I'm inclined to think that it is the limitations that make the game interesting. There are certain thematic restrictions that I'm happy to find existing because its really how things are grouped in opposition to other things that helps turn the game from simply a tactical wargame into something else. And even in a tactical wargame, much of the fun comes from choosing a theme and perforce giving up being strong in some other aspect of the game. I think your weaknesses are just as important and more interesting than your strengths. </p><p></p><p>In the case of not finding a diety with both skill and strength, that tends to suggest that in that campaign world skill is viewed as somehow opposed to strength. In such a world, strength means 'brute force' and having large amounts of strength in some fashion tends to reduce the likelihood that you have alot of skill. Skill and strength are competing tendancies, and the dieties representing the two virtues are probably rivals arguing over which is the superior virtue. Good points could be made on both sides.</p><p></p><p>In my particular case though, the problem you describe would never come up. Since the '80's, my campaign world has been distinguished by having 'one thousand gods' - so many that I've never bothered to try to enumerate them all and for that matter wouldn't want to do so. One of several advantages of a effectively limitless pantheon is it makes it easy for me to say 'Yes.' Regardless of what you wanted to worship, it would probably exist and I'd be quite willing to make a custom diety for you on the spot. In your case though of wanting both skill and strength, a diety from the canon immediately suggests itself - Smiling Good-humored Loejma, Elweta's Spouse, The Hearty Thunderer, the Laughing God, the Blissful Sleeper, the diety of sports, leisure, rest, and recreation.</p><p></p><p>The Forgotten Realms dieties are IME crap. Not only do they seemed designed to basically be 'the god of fighters', the 'god of thieves', the 'god of rangers', the 'god of wizards', and even a 'god of clerics', but even within those narrow roles despite all the detail that's been lavished on them over the years it's hard to imagine why anyone would want to worship them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4957801, member: 4937"] My feelings would tend to be exactly the opposite of yours. To the extent that this would bother me at all, my focus would tend to be, "Arbitrary mechanical restrictions forcing thematic restrictions." That is to say that, if the mechanics are not balanced around the different available themes, then it tends to force players to adjust their role play to accomodate the mechanics rather than playing what they want. For example, in 3rd edition, domains like Trickery, Travel, Luck and Knowledge were so obviously better than Healing and Good, that it tended to discourage playing a cleric of certain themes and encourage playing one of another. But on one level this doesn't bother me at all, because I'm inclined to think that it is the limitations that make the game interesting. There are certain thematic restrictions that I'm happy to find existing because its really how things are grouped in opposition to other things that helps turn the game from simply a tactical wargame into something else. And even in a tactical wargame, much of the fun comes from choosing a theme and perforce giving up being strong in some other aspect of the game. I think your weaknesses are just as important and more interesting than your strengths. In the case of not finding a diety with both skill and strength, that tends to suggest that in that campaign world skill is viewed as somehow opposed to strength. In such a world, strength means 'brute force' and having large amounts of strength in some fashion tends to reduce the likelihood that you have alot of skill. Skill and strength are competing tendancies, and the dieties representing the two virtues are probably rivals arguing over which is the superior virtue. Good points could be made on both sides. In my particular case though, the problem you describe would never come up. Since the '80's, my campaign world has been distinguished by having 'one thousand gods' - so many that I've never bothered to try to enumerate them all and for that matter wouldn't want to do so. One of several advantages of a effectively limitless pantheon is it makes it easy for me to say 'Yes.' Regardless of what you wanted to worship, it would probably exist and I'd be quite willing to make a custom diety for you on the spot. In your case though of wanting both skill and strength, a diety from the canon immediately suggests itself - Smiling Good-humored Loejma, Elweta's Spouse, The Hearty Thunderer, the Laughing God, the Blissful Sleeper, the diety of sports, leisure, rest, and recreation. The Forgotten Realms dieties are IME crap. Not only do they seemed designed to basically be 'the god of fighters', the 'god of thieves', the 'god of rangers', the 'god of wizards', and even a 'god of clerics', but even within those narrow roles despite all the detail that's been lavished on them over the years it's hard to imagine why anyone would want to worship them. [/QUOTE]
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