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feeling dissatisfied - need some advice
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<blockquote data-quote="77IM" data-source="post: 6879394" data-attributes="member: 12377"><p>pukunui:</p><p></p><p>1) The travel thing seems easy to solve. Nuke the town. Now the party HAS to move on. Have them bring their favorite NPCs with them as refugees!</p><p></p><p>2) The cleric thing is tricky. If your players are making cleric and paladin characters it's probably because the WANT to play those characters. Denying them requires a lot of up-front buy in, so it's worth exploring compromise options first.</p><p></p><p>There are plenty of ways to make the gods seem distant while still allowing divine magic. Have the gods in your world done anything BUT grant spells? If not, consider calling into question the "reality" of these divine gifts. Who's to say gods are granting those gifts, and not some other force? If the PCs are high enough level to start travelling the planes, they may uncover evidence that clerical powers are not divine at all. Maybe they travel to a foreign land where the clerics are blatant atheists, even anti-theists. Or maybe they come face-to-face with the "gods" and they are horrible tentacled abominations from beyond time and space. </p><p></p><p>Church politics is also a great way to tarnish divine power: If the selling of indulgences was enough to start a reformation, imagine what charging for <em>raise dead</em> will do!</p><p></p><p>If it were me, I'd make divine distance an official part of the world's history and mythology. E.g., the Age of Legends ended nearly 3,000 years ago. Since then, the divine domains have been sealed off by the Adamantine Gate and no-one has heard so much as a peep out of the gods. (Create several competing myths explaining why.) You can summon Solars and Planetars who live in the astral plane, and or <em>commune</em> with them or whatever, but they're clearly not gods and their knowledge and authority is limited. Clerics can still channel divine power, just as the sun god keeps the sun lit and earth goddess keeps the world spinning, but anyone claiming prophecy or miracles is probably a quack. (I'd remove the cleric's "pray for a miracle" class option; they get the spells, but it's up to them to use that power wisely.)</p></blockquote><p></p>
[QUOTE="77IM, post: 6879394, member: 12377"] pukunui: 1) The travel thing seems easy to solve. Nuke the town. Now the party HAS to move on. Have them bring their favorite NPCs with them as refugees! 2) The cleric thing is tricky. If your players are making cleric and paladin characters it's probably because the WANT to play those characters. Denying them requires a lot of up-front buy in, so it's worth exploring compromise options first. There are plenty of ways to make the gods seem distant while still allowing divine magic. Have the gods in your world done anything BUT grant spells? If not, consider calling into question the "reality" of these divine gifts. Who's to say gods are granting those gifts, and not some other force? If the PCs are high enough level to start travelling the planes, they may uncover evidence that clerical powers are not divine at all. Maybe they travel to a foreign land where the clerics are blatant atheists, even anti-theists. Or maybe they come face-to-face with the "gods" and they are horrible tentacled abominations from beyond time and space. Church politics is also a great way to tarnish divine power: If the selling of indulgences was enough to start a reformation, imagine what charging for [I]raise dead[/I] will do! If it were me, I'd make divine distance an official part of the world's history and mythology. E.g., the Age of Legends ended nearly 3,000 years ago. Since then, the divine domains have been sealed off by the Adamantine Gate and no-one has heard so much as a peep out of the gods. (Create several competing myths explaining why.) You can summon Solars and Planetars who live in the astral plane, and or [I]commune[/I] with them or whatever, but they're clearly not gods and their knowledge and authority is limited. Clerics can still channel divine power, just as the sun god keeps the sun lit and earth goddess keeps the world spinning, but anyone claiming prophecy or miracles is probably a quack. (I'd remove the cleric's "pray for a miracle" class option; they get the spells, but it's up to them to use that power wisely.) [/QUOTE]
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