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<blockquote data-quote="Mallus" data-source="post: 6861092" data-attributes="member: 3887"><p>D&D Wisdom being something like "willpower + faith (or grace)" works fine for me. As does making it the divine caster stat. It fits the whole ascetic warrior monk/Templar-ish AD&D cleric. But this is a) what I'm most familiar with and b) admittedly, completely arbitrary. The question shouldn't be "what is correct?", because, like I said, arbitrary. The question should be "what interesting things can I do by changing the divine caster stat in my campaign/setting?". </p><p></p><p>As people have pointed out, CHA as the divine caster stat implies evangelical faiths, ones where number of followers might even determine a god's power level. It implies cultures that view personal magnetism as a sign of the gods favor, which amusingly blurs the line between clergy and con. This is good stuff. It's not more <em>right</em> (that's just a silly way to look it). But it is interesting; the kind of decree a DM/setting creator can run with to create a flavorful game. </p><p></p><p>For instance, you could pit CHA-based evangelicals against INT-based Gnostic-y priesthoods and WIS-based nature-y Old Faiths. It's simple and a bit cliché, but not a bad starting premise for a game world.</p></blockquote><p></p>
[QUOTE="Mallus, post: 6861092, member: 3887"] D&D Wisdom being something like "willpower + faith (or grace)" works fine for me. As does making it the divine caster stat. It fits the whole ascetic warrior monk/Templar-ish AD&D cleric. But this is a) what I'm most familiar with and b) admittedly, completely arbitrary. The question shouldn't be "what is correct?", because, like I said, arbitrary. The question should be "what interesting things can I do by changing the divine caster stat in my campaign/setting?". As people have pointed out, CHA as the divine caster stat implies evangelical faiths, ones where number of followers might even determine a god's power level. It implies cultures that view personal magnetism as a sign of the gods favor, which amusingly blurs the line between clergy and con. This is good stuff. It's not more [I]right[/I] (that's just a silly way to look it). But it is interesting; the kind of decree a DM/setting creator can run with to create a flavorful game. For instance, you could pit CHA-based evangelicals against INT-based Gnostic-y priesthoods and WIS-based nature-y Old Faiths. It's simple and a bit cliché, but not a bad starting premise for a game world. [/QUOTE]
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