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Cleric without a clergy
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<blockquote data-quote="Mercule" data-source="post: 4431139" data-attributes="member: 5100"><p>Personally, I like the idea of scriptures. You don't have to have much to start with. Just enough to warrant 1st, maybe 2nd level spells (I like 4e, but the concepts flow better thinking in 1e-3e terms). As the character progresses, you can either tie the acquisition of higher level spells to finding more detailed scriptures, or just award them. I'd go with the former, but I could see where that wouldn't be for everyone.</p><p></p><p>The beautiful thing is that not all the scriptures have to agree. If you look at Earth, there were many variations on Christianity, early on. Some of those are near-diametrically opposed. Eventually, some guys got together and had to decide what was authentic/canon and what was heretical (really simlified explanation). It was only three centuries (IIRC, it's been a while) between Christ and the Bible being set. You're talking about 2.5 times that long -- just from the last time there was someone who cared.</p><p></p><p>Depending on how philosophic-mind your player is, you could have a lot of fun with the whole set up.</p><p></p><p>On the other hand, if your player just wants a badge of "something different", don't push it. IMC, druids are animists and it's expressly stated that they don't gain powers from gods. When a player wanted to play one my current campaign (which is expressly supposed to be filled with "final reveals" for my 20+ year setting), I told him, "You may want to think about where your higher level spells come from. Bargaining with rat spirits only goes so far. Powerful druids have always seemed to be at or near the center of almost every cataclysm or near cataclysm." At 15th level, he still really doesn't seem to care.</p></blockquote><p></p>
[QUOTE="Mercule, post: 4431139, member: 5100"] Personally, I like the idea of scriptures. You don't have to have much to start with. Just enough to warrant 1st, maybe 2nd level spells (I like 4e, but the concepts flow better thinking in 1e-3e terms). As the character progresses, you can either tie the acquisition of higher level spells to finding more detailed scriptures, or just award them. I'd go with the former, but I could see where that wouldn't be for everyone. The beautiful thing is that not all the scriptures have to agree. If you look at Earth, there were many variations on Christianity, early on. Some of those are near-diametrically opposed. Eventually, some guys got together and had to decide what was authentic/canon and what was heretical (really simlified explanation). It was only three centuries (IIRC, it's been a while) between Christ and the Bible being set. You're talking about 2.5 times that long -- just from the last time there was someone who cared. Depending on how philosophic-mind your player is, you could have a lot of fun with the whole set up. On the other hand, if your player just wants a badge of "something different", don't push it. IMC, druids are animists and it's expressly stated that they don't gain powers from gods. When a player wanted to play one my current campaign (which is expressly supposed to be filled with "final reveals" for my 20+ year setting), I told him, "You may want to think about where your higher level spells come from. Bargaining with rat spirits only goes so far. Powerful druids have always seemed to be at or near the center of almost every cataclysm or near cataclysm." At 15th level, he still really doesn't seem to care. [/QUOTE]
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