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*Dungeons & Dragons
Gods, huh, what are they good for?
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<blockquote data-quote="djotaku" data-source="post: 9850689" data-attributes="member: 7054471"><p>one bit of advice and one answer to your question.</p><p></p><p>Advice: Wolfgang Baur (of Kobold Press) says in one of his essays in their Worldbuilding book that the whims of the gods should be beyond us. What makes them gods and not just superpowered beings is that their understanding of the world/universe/etc is so beyond what we can even comprehend. I'm not sure about other religions, but I know this is considered a key tenet of modern Christianity and used as <em>one</em> of the reasons why mere humans cannot answer questions like "why is there suffering?" or other questions answered by "apologestics"</p><p></p><p>Answer to question: What is diff between Clerics and Warlocks. I guess it depends on a few variable. For example, are there other powerful beings in your homebrew? In Tales of the Valiant you can make a pact with angels, demons, cthulhu stuff, archfey, and some other patron I'm forgetting. So that <em>could</em> be one difference. Another difference in your homebrew world could be how the agreements are made and how they could be broken. Could a cleric shift their alligiance from one archfey (god in your setting) to another? What would the consequences be? what about if a warlock wanted to break a pact? Is there something more binding in a magical contract? Or would it require some kind of clause (that would lead to a quest) if they wanted to break it? One more thing ot consider - would it matter at your table? What I mean by this is that if your players are the kind that get as into the lore as you, the creator, then you need to think about the mechanical consequences of your decisions. If they don't - if they aren't going to ask wha the difference is between a cleric and a warlock in this world ( or even play one!) then you can come up with whatever answer makes sense to you for lore without worrying about the mechanics.</p></blockquote><p></p>
[QUOTE="djotaku, post: 9850689, member: 7054471"] one bit of advice and one answer to your question. Advice: Wolfgang Baur (of Kobold Press) says in one of his essays in their Worldbuilding book that the whims of the gods should be beyond us. What makes them gods and not just superpowered beings is that their understanding of the world/universe/etc is so beyond what we can even comprehend. I'm not sure about other religions, but I know this is considered a key tenet of modern Christianity and used as [I]one[/I] of the reasons why mere humans cannot answer questions like "why is there suffering?" or other questions answered by "apologestics" Answer to question: What is diff between Clerics and Warlocks. I guess it depends on a few variable. For example, are there other powerful beings in your homebrew? In Tales of the Valiant you can make a pact with angels, demons, cthulhu stuff, archfey, and some other patron I'm forgetting. So that [I]could[/I] be one difference. Another difference in your homebrew world could be how the agreements are made and how they could be broken. Could a cleric shift their alligiance from one archfey (god in your setting) to another? What would the consequences be? what about if a warlock wanted to break a pact? Is there something more binding in a magical contract? Or would it require some kind of clause (that would lead to a quest) if they wanted to break it? One more thing ot consider - would it matter at your table? What I mean by this is that if your players are the kind that get as into the lore as you, the creator, then you need to think about the mechanical consequences of your decisions. If they don't - if they aren't going to ask wha the difference is between a cleric and a warlock in this world ( or even play one!) then you can come up with whatever answer makes sense to you for lore without worrying about the mechanics. [/QUOTE]
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