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Gods, huh, what are they good for?
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<blockquote data-quote="nevin" data-source="post: 9849774" data-attributes="member: 7024481"><p>I think gods are the most underused mechanic in D&D. If there is any divine worshiper in the party you suddenly have someone whose entire level of power is predicated on keeping thier deity happy. Suddenly Alignment is important. Also Gods in D&D games are usually mythological style gods who don't know everything and have their own goals and power base to protect. And yet most DM's just allow the cleric to abuse their alignment, ignore their church and do their own thing. In my games the First world has different rules than the rest of the universe. Fey affects like the spring sprites could easily be at the wrong time of year because the rules of the Prime Material are not thier rules. Also ArchFey have incredible power but they do not have connection to the Divine source of the Universe which requires a connection to the outer realms. Thus they are limited to granting powers with pacts. Warlocks etc. Also these pacts are much like what devils use and require a deal. Fey always have to keep the wording of the deal. But much like Devils they are the master of saying what they want to say while appearing to say something else. </p><p></p><p>But Dieties, Arch Devils, Arch Fey and other powerful creatures are effectively always stirring the pot affecting the mortal realm as they do thier own things to maintain or gain power or even just find some relief from centuries of boredom. </p><p></p><p>Remember to make the deals with powers that make deals, or laws of worship for clerics relatable to the characters. There should be consequences for breaking them, or even for fulfilling them most excellently. It's a world for the Pc's where religion is alive and the gods will lay you low or lift you up in the right circumstance. And either scenario brings lots of attention from other powers as well. I've had a diety restrict a cleric to healing only spells and no weapons as a punishemnt. I've taken spellcasting away for an entire session till the cleric atoned. I've had a devil make the deal then tell the pc that if X guy dies then you die. He's important in my plans. And the guy was a paladin to boot. (oh the fun of that scrambled player brain.). Just remember to reward as much as you punish if at all possible. Otherwise you may not have clerics in your game. </p><p></p><p>These guys should be the movers and shakers that even kings and high clerics are afraid of. Think of them that way.</p></blockquote><p></p>
[QUOTE="nevin, post: 9849774, member: 7024481"] I think gods are the most underused mechanic in D&D. If there is any divine worshiper in the party you suddenly have someone whose entire level of power is predicated on keeping thier deity happy. Suddenly Alignment is important. Also Gods in D&D games are usually mythological style gods who don't know everything and have their own goals and power base to protect. And yet most DM's just allow the cleric to abuse their alignment, ignore their church and do their own thing. In my games the First world has different rules than the rest of the universe. Fey affects like the spring sprites could easily be at the wrong time of year because the rules of the Prime Material are not thier rules. Also ArchFey have incredible power but they do not have connection to the Divine source of the Universe which requires a connection to the outer realms. Thus they are limited to granting powers with pacts. Warlocks etc. Also these pacts are much like what devils use and require a deal. Fey always have to keep the wording of the deal. But much like Devils they are the master of saying what they want to say while appearing to say something else. But Dieties, Arch Devils, Arch Fey and other powerful creatures are effectively always stirring the pot affecting the mortal realm as they do thier own things to maintain or gain power or even just find some relief from centuries of boredom. Remember to make the deals with powers that make deals, or laws of worship for clerics relatable to the characters. There should be consequences for breaking them, or even for fulfilling them most excellently. It's a world for the Pc's where religion is alive and the gods will lay you low or lift you up in the right circumstance. And either scenario brings lots of attention from other powers as well. I've had a diety restrict a cleric to healing only spells and no weapons as a punishemnt. I've taken spellcasting away for an entire session till the cleric atoned. I've had a devil make the deal then tell the pc that if X guy dies then you die. He's important in my plans. And the guy was a paladin to boot. (oh the fun of that scrambled player brain.). Just remember to reward as much as you punish if at all possible. Otherwise you may not have clerics in your game. These guys should be the movers and shakers that even kings and high clerics are afraid of. Think of them that way. [/QUOTE]
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