Would there be any long-standing mechanical repercussions from eliminating the divine power source from a 4E campaign? If I am correct, that does away only with Clerics and Paladins?
I was thinking of doing a Sword and Sorcery world where divine magic is unknown (I haven't decided whether to allow rituals keyed off of Religion, so setting that question aside for the time being). Something where the official religions worship beings or concepts that seem distant and inactive (or else extremely subtle), whereas more active groups such as dark cults draw their magic from heinous witchery (like warlock stuff).
Would this cause a problem from a game mechanical standpoint? It seems as if healing would not be too much of a problem, and there's always the warlord class for in-combat healing.
I was thinking of doing a Sword and Sorcery world where divine magic is unknown (I haven't decided whether to allow rituals keyed off of Religion, so setting that question aside for the time being). Something where the official religions worship beings or concepts that seem distant and inactive (or else extremely subtle), whereas more active groups such as dark cults draw their magic from heinous witchery (like warlock stuff).
Would this cause a problem from a game mechanical standpoint? It seems as if healing would not be too much of a problem, and there's always the warlord class for in-combat healing.