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Clerics with no gods
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<blockquote data-quote="Henry" data-source="post: 2415383" data-attributes="member: 158"><p>I think your description is selling the concept too short; godless does not have to mean "non-worshipful" or "creedless." There has to be faith in a path of some sort to follow, hence the DM's in-road to connect the PC to the campaign.</p><p></p><p></p><p></p><p>I can understand why -- mainfly for the reasons Forceuser gives. SO many DM's are used to people who want to play godless clerics purely because they want all of the powers and none of the responsibilities of playing a cleric. The player who wants a "fighter with extra bennies" is doubtfully going to be drawing up a philosophy to replace that "god that's been kicked to the curb."</p><p></p><p>HOWEVER: To me, there's no difference really between worshipping a god, and following a faith or philosphy. If you go against the faith, you lose your powers and your way, same as if you went against the god's beliefs. Take away the avatars, the manifestations, and the "voices from on high" and you've got a philosophy with anthropomorphic features. The Volcano Priest will lose his powers if he doesn't do the will of the volcano (make the sacrifices, burn a ritual shrub every week, whatever); the Ancestor Worshipper who disgraces the memory of the ancestors loses his power. Just as the follower of Torm who acts without honor, or the Priest of Talos who uses weather control spells to stop hurricanes. It's still the exact same thing.</p><p></p><p>Therefore, a good DM who dislikes godless clerics may well require a DETAILED description of the philosphy or faith, so as to give him a good idea of how the player sees it working, and subject to any edits the DM requires before the game begins.</p><p></p><p>The purpose of a god in D&D is NOT to shoehorn a player into soemthing they don't want, it's to give both DM and player a common frame of reference of what's expected before play begins.</p></blockquote><p></p>
[QUOTE="Henry, post: 2415383, member: 158"] I think your description is selling the concept too short; godless does not have to mean "non-worshipful" or "creedless." There has to be faith in a path of some sort to follow, hence the DM's in-road to connect the PC to the campaign. I can understand why -- mainfly for the reasons Forceuser gives. SO many DM's are used to people who want to play godless clerics purely because they want all of the powers and none of the responsibilities of playing a cleric. The player who wants a "fighter with extra bennies" is doubtfully going to be drawing up a philosophy to replace that "god that's been kicked to the curb." HOWEVER: To me, there's no difference really between worshipping a god, and following a faith or philosphy. If you go against the faith, you lose your powers and your way, same as if you went against the god's beliefs. Take away the avatars, the manifestations, and the "voices from on high" and you've got a philosophy with anthropomorphic features. The Volcano Priest will lose his powers if he doesn't do the will of the volcano (make the sacrifices, burn a ritual shrub every week, whatever); the Ancestor Worshipper who disgraces the memory of the ancestors loses his power. Just as the follower of Torm who acts without honor, or the Priest of Talos who uses weather control spells to stop hurricanes. It's still the exact same thing. Therefore, a good DM who dislikes godless clerics may well require a DETAILED description of the philosphy or faith, so as to give him a good idea of how the player sees it working, and subject to any edits the DM requires before the game begins. The purpose of a god in D&D is NOT to shoehorn a player into soemthing they don't want, it's to give both DM and player a common frame of reference of what's expected before play begins. [/QUOTE]
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