I'm A Banana
Potassium-Rich
Hmmm....Psion what you seem to be saying to me is "Because I play in a world where Gods are required for clerical spells and most people I know or have heard about do, that should be the point addressed in the rulebook, and giving divine magic without gods should be relegated to an option, but not an assumption."
....I'd say "Who's it hurting by being there?"
The domains are balanaced. The default assumption of the implied setting is that belief comes before gods. There's nothing wrong with that way of presenting it. It certainly doesn't invalidate your campaign setting's rules in any way -- you don't play in the implied setting, and the players should understand that you're the DM and have the authority to change things, often on just a whim if you want.
There's no need to really cheapen the concept of a godless faith by relegating it to a side bar of having them fooling themselves into being godless. If it doesn't work for your campaign, it doesn't. No biggie.
I really don't understand why that means that the rule shouldn't exist. It wasn't made to suit your campaign -- it was made to suit a certain style of generic campaigning. And, in general, the campaign assumes that there's kind of a cycle for how the power of belief flows....from worshiper to concept (in the form of actions and activities in the name of the concept), and from concept back to worshiper (in the form of spells). The concept can, but need not be, embodied in a deific form.
So you're different. I don't think the rules should cater to how you happen to play, nor do I think that just because you don't like godless priests that they need to be regulated to a side-bar/optional rule.
Mechanically, it's really no different. It's only the campaign flavor that seperates godless preists from the goded. And it's the DM's job to establish flavor for his/her world. If the suggested flavor of the core books isn't important, you, as DM, can change it...it's really not important as long as you want it different.
Sorry if I might sound a mite inflamatory up there. I hope I did give a pretty honest representation of your argument.
....I'd say "Who's it hurting by being there?"
The domains are balanaced. The default assumption of the implied setting is that belief comes before gods. There's nothing wrong with that way of presenting it. It certainly doesn't invalidate your campaign setting's rules in any way -- you don't play in the implied setting, and the players should understand that you're the DM and have the authority to change things, often on just a whim if you want.
There's no need to really cheapen the concept of a godless faith by relegating it to a side bar of having them fooling themselves into being godless. If it doesn't work for your campaign, it doesn't. No biggie.
I really don't understand why that means that the rule shouldn't exist. It wasn't made to suit your campaign -- it was made to suit a certain style of generic campaigning. And, in general, the campaign assumes that there's kind of a cycle for how the power of belief flows....from worshiper to concept (in the form of actions and activities in the name of the concept), and from concept back to worshiper (in the form of spells). The concept can, but need not be, embodied in a deific form.
So you're different. I don't think the rules should cater to how you happen to play, nor do I think that just because you don't like godless priests that they need to be regulated to a side-bar/optional rule.
Mechanically, it's really no different. It's only the campaign flavor that seperates godless preists from the goded. And it's the DM's job to establish flavor for his/her world. If the suggested flavor of the core books isn't important, you, as DM, can change it...it's really not important as long as you want it different.
Sorry if I might sound a mite inflamatory up there. I hope I did give a pretty honest representation of your argument.