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Getting rid of clerics in my homebrew.
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<blockquote data-quote="Mordane76" data-source="post: 2991403" data-attributes="member: 7172"><p>I tried getting rid of the cleric class for similar reasons to the ones you are dealing with - the homebrew setting I developed had at its center a religious duality similar in many respects to present-day Zoroastrianism, and I wanted the religions in my game to feel like present day religions in which God isn't coming down every other Thursday for tea.</p><p></p><p>However, I ran into the same problem you had - if I nix clerics, then I kill balance, because D&D assumes a certain access to curative magic. My first response was to create a PrC cleric class and limit divine magic to the first five levels of spells (0-4) while leaving druid intact with minor tweaks in their origins (definitely more animistic than divine). This worked to a degree, but it definitely made things more difficult in lower levels, and the cleric player was obviously underpowered beside his compatriots.</p><p></p><p>When I came back for a second go at the setting, I decided to change my perception of the gods instead of their followers, going more or less with what you called "The Eberron Approach." Without going into much detail (since some of my players are aware of ENWorld and might be reading this), this approach has allowed me the feel I wanted without sacrificing PCs, and player enjoyment, to get it. At some point, I expect the truth behind divine magic will come clean and it will make a great storyline, something I've been working on for awhile.</p></blockquote><p></p>
[QUOTE="Mordane76, post: 2991403, member: 7172"] I tried getting rid of the cleric class for similar reasons to the ones you are dealing with - the homebrew setting I developed had at its center a religious duality similar in many respects to present-day Zoroastrianism, and I wanted the religions in my game to feel like present day religions in which God isn't coming down every other Thursday for tea. However, I ran into the same problem you had - if I nix clerics, then I kill balance, because D&D assumes a certain access to curative magic. My first response was to create a PrC cleric class and limit divine magic to the first five levels of spells (0-4) while leaving druid intact with minor tweaks in their origins (definitely more animistic than divine). This worked to a degree, but it definitely made things more difficult in lower levels, and the cleric player was obviously underpowered beside his compatriots. When I came back for a second go at the setting, I decided to change my perception of the gods instead of their followers, going more or less with what you called "The Eberron Approach." Without going into much detail (since some of my players are aware of ENWorld and might be reading this), this approach has allowed me the feel I wanted without sacrificing PCs, and player enjoyment, to get it. At some point, I expect the truth behind divine magic will come clean and it will make a great storyline, something I've been working on for awhile. [/QUOTE]
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Getting rid of clerics in my homebrew.
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