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General Tabletop Discussion
*TTRPGs General
Do archfiends grant spells in your campaigns? And if so how?
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<blockquote data-quote="Li Shenron" data-source="post: 1317327" data-attributes="member: 1465"><p>Whatever your choice is, your campaign is going to be fine.</p><p></p><p>The most common choice in D&D settings is to have both evil deities and archfiends, that's typical of D&D which tries to incorporate everything for every possible source. Homebrew campaigns and adventures are often more based on archfiends since they are more popular in real life religions than evil gods.</p><p></p><p>I think that you don't really need to choose until either one of your players wishes to play a Cleric of the cult of an archfiend or you want to have such character as a NPC. You won't be going against the rules if you allow such a Cleric, since it won't be different from a god-less Cleric which is allowed.</p><p></p><p>To be honest, it doesn't really matter even if divine spells are "granted" by a deity or a simply the result of the character's faith and belief. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>In fact consider these: are Druids and Rangers granted powers by a deity at all? how come that a deity actually grants spells to thousands of clerics even if he is not himself able to cast them? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>To sum up, don't be stressed by the fact that the author wrote in the books that "deities grant spells", you don't have to take it strictly if it bothers you, at least it has not the rights to prevent you running the campaign as you wish.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1317327, member: 1465"] Whatever your choice is, your campaign is going to be fine. The most common choice in D&D settings is to have both evil deities and archfiends, that's typical of D&D which tries to incorporate everything for every possible source. Homebrew campaigns and adventures are often more based on archfiends since they are more popular in real life religions than evil gods. I think that you don't really need to choose until either one of your players wishes to play a Cleric of the cult of an archfiend or you want to have such character as a NPC. You won't be going against the rules if you allow such a Cleric, since it won't be different from a god-less Cleric which is allowed. To be honest, it doesn't really matter even if divine spells are "granted" by a deity or a simply the result of the character's faith and belief. :) In fact consider these: are Druids and Rangers granted powers by a deity at all? how come that a deity actually grants spells to thousands of clerics even if he is not himself able to cast them? ;) To sum up, don't be stressed by the fact that the author wrote in the books that "deities grant spells", you don't have to take it strictly if it bothers you, at least it has not the rights to prevent you running the campaign as you wish. [/QUOTE]
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Do archfiends grant spells in your campaigns? And if so how?
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