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Does anyone miss the generic cleric?
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<blockquote data-quote="Will" data-source="post: 1228257" data-attributes="member: 5566"><p>Definition of fanatic: Someone who does what God would do, if He were aware of all the facts.</p><p></p><p>I had a bit in Spells and Spellcraft, talking about different modes of religion in D&D. The default assumption is a somewhat dualist polytheism, with opposed forces of good and evil but no clear 'head god.' Religions with one supreme and other lesser gods are henotheist... it's not hard to have a religion like this in D&D.</p><p></p><p>But other ideas are just as easy. Animist clerics, who talk to spirits and have better gifts (domains) with some than others. Pantheists, who see gods as part of the fabric of things rather than as separate entitities from the world. Some clerics champion their god, while others worship all gods and are simply annointed to one in particular. And ancestor worshippers appeal to those who came before. You can also have monotheism, dualism (good/evil), monotheistic henotheism (one god, but lesser agencies to appeal to), dualistic henotheism (god and the devil, but god is in charge), and so forth.</p><p></p><p>Or, of course, some mixture. Animist/ancestor worshippers are a common combination.</p><p></p><p>A simple way to expand the flexibility of clerics is to allow clerics to replace their turn or rebuke ability with another domain. So a pantheist who is dedicated to nature may have the plant Domain ability (turn/rebuke plants) as her primary ability, and Air and Water as her normal domains.</p></blockquote><p></p>
[QUOTE="Will, post: 1228257, member: 5566"] Definition of fanatic: Someone who does what God would do, if He were aware of all the facts. I had a bit in Spells and Spellcraft, talking about different modes of religion in D&D. The default assumption is a somewhat dualist polytheism, with opposed forces of good and evil but no clear 'head god.' Religions with one supreme and other lesser gods are henotheist... it's not hard to have a religion like this in D&D. But other ideas are just as easy. Animist clerics, who talk to spirits and have better gifts (domains) with some than others. Pantheists, who see gods as part of the fabric of things rather than as separate entitities from the world. Some clerics champion their god, while others worship all gods and are simply annointed to one in particular. And ancestor worshippers appeal to those who came before. You can also have monotheism, dualism (good/evil), monotheistic henotheism (one god, but lesser agencies to appeal to), dualistic henotheism (god and the devil, but god is in charge), and so forth. Or, of course, some mixture. Animist/ancestor worshippers are a common combination. A simple way to expand the flexibility of clerics is to allow clerics to replace their turn or rebuke ability with another domain. So a pantheist who is dedicated to nature may have the plant Domain ability (turn/rebuke plants) as her primary ability, and Air and Water as her normal domains. [/QUOTE]
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Does anyone miss the generic cleric?
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