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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Atheist cleric situation...
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<blockquote data-quote="Genghis Don" data-source="post: 9695222" data-attributes="member: 7037942"><p>Well...there are NO atheist clerics in 1e; if they were a thing, they'd likely be limited to L1-2 spells always.</p><p></p><p>That said, you have been playing differently & like it, so super/special cleric they stay. I'd suggest the character would keep his powers in the inner planes, the ethereal, shadow & astral planes, as belief means nothing important in those planes. On the OUTER planes, however, belief is everything. I'd give the character 100% spell failure, a total inability to cast spells (successfully). Heck, I'd not let the character use cleric (only) magic items there either. EX: a <strong>mace +3</strong> is fine, a <strong>rod of resurrection</strong> is out.</p><p>Use your standard magic alterations, though, so no <em>protection from evil 10'r, dispel evil, insect plague, detect</em> X always fails on ethereal targets, and so on.</p><p></p><p>I do have a much better overall suggestion though...simply toss the spell recovery limitations for everyone. The changes to spell effects are plenty. Keep the turning mods though. I'd also suggest some relaxation/2e-ification of "nature" spells...animals, plants, weather, etc, don't all need be so alien. The abyss can have plants or beasts, not just demons. maybe a penalty of some kind, but 1e TSR era folks FOOLISHLY ruined planar adventuring by trashing cleric/druid types so completely. Summoning magic is another area always TOTALLY nerfed, and for no good reason (they were almost always considered weak choices by players to begin with). I mean the stuff where you gets some wolves or orcs. Most players avoid the uncertainty plane travel brings like the worst sort of plague already, even without being rendered nigh or utterly useless.</p><p>edit: of the above examples,<em> insect plague </em>could be fine, with ethereal, prime or elemental bugs called.</p></blockquote><p></p>
[QUOTE="Genghis Don, post: 9695222, member: 7037942"] Well...there are NO atheist clerics in 1e; if they were a thing, they'd likely be limited to L1-2 spells always. That said, you have been playing differently & like it, so super/special cleric they stay. I'd suggest the character would keep his powers in the inner planes, the ethereal, shadow & astral planes, as belief means nothing important in those planes. On the OUTER planes, however, belief is everything. I'd give the character 100% spell failure, a total inability to cast spells (successfully). Heck, I'd not let the character use cleric (only) magic items there either. EX: a [B]mace +3[/B] is fine, a [B]rod of resurrection[/B] is out. Use your standard magic alterations, though, so no [I]protection from evil 10'r, dispel evil, insect plague, detect[/I] X always fails on ethereal targets, and so on. I do have a much better overall suggestion though...simply toss the spell recovery limitations for everyone. The changes to spell effects are plenty. Keep the turning mods though. I'd also suggest some relaxation/2e-ification of "nature" spells...animals, plants, weather, etc, don't all need be so alien. The abyss can have plants or beasts, not just demons. maybe a penalty of some kind, but 1e TSR era folks FOOLISHLY ruined planar adventuring by trashing cleric/druid types so completely. Summoning magic is another area always TOTALLY nerfed, and for no good reason (they were almost always considered weak choices by players to begin with). I mean the stuff where you gets some wolves or orcs. Most players avoid the uncertainty plane travel brings like the worst sort of plague already, even without being rendered nigh or utterly useless. edit: of the above examples,[I] insect plague [/I]could be fine, with ethereal, prime or elemental bugs called. [/QUOTE]
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