sunrisekid
Explorer
So much great advice here! I'm grateful. I'll do a big reply to each point that corresponds to the "comic book logic" dilemma I've proposed. Thanks for your help everyone!
I like this because it also does not limit player options, which I prefer to avoid (unless there's a specific story element that requires it).
Oh yeah! I forgot about that, thanks for the reminder.
I'm leaning towards this. I like that spell casting classes have their own turf, or traditions, something that makes them feel as distinct as possible from one another.
Exactly, I want to avoid tinkering with mechanics as much as possible to avoid unforseen consequences. I like a gritty game as much as the next Howard fan but I have players whom I want to keep coming back, satisfied they're playing a game they want to play.
TBH, somehow I missed this. And this is the approach that I will take. I'll let the player provide more narrative as to how/why their character is such an expert with their domain. Easier for me, keeps options in the game. I am inclined to re-fluff the Cleric in order to avoid heavy-handed tinkering and obstruction of character options. By describing the cleric in terms of an alternate method of tapping into magic I've by-passed the "divinity" aspect. The player can have a hand in describing how their character become an expert in their domain. Something that is an alternative to studiousness, selling one's soul, having mysterious bloodline, etc.
As to the issue of religions, I simply prefer leaving that to the level of pure narrative without game mechanics. Religions and mystery cults may abound, in all shape and manner, and if a player wants to be part of one then the Acolyte background will suffice, which can work with any character class. And if one of the players really wants to play a "Cleric" of some domain with the Acolyte background then I'll have full circle, haha!
I had an idea for a setting where clerics tapped into certain universal principles (which happened to co-incide with the various domains - funny how that worked out) and studied them in order to gain magic power. This study was on a more intuitive level than the intellectual study of a wizard (hence, Wisdom-based - it's more about connecting with and "grokking" the domain than learning facts).... The point of this was to make the clerical toolkit available without necessarily including religions and churches in the same context.
I like this because it also does not limit player options, which I prefer to avoid (unless there's a specific story element that requires it).
A D&D with clerics but no gods sounds like the D&D you got for BECMI before the Immortals were introduced.
Oh yeah! I forgot about that, thanks for the reminder.
In the Lankhmarr supplement for AD&D, the cleric was just another type of wizard with a different flavour, not unlike the 5e bard and the warlock... Taken further, you could forget everything about arcane magic/divine magic and have each class exist as its own magical tradition, with or without an associated ethos.
I'm leaning towards this. I like that spell casting classes have their own turf, or traditions, something that makes them feel as distinct as possible from one another.
In a godless game, the clerics stats, spells, skills, proficiencies, starting equipment and features could remain the same; but his class name (and spell names), backstory, appearance, philosophy, language and raison d'être would be different. Why bother? I might do such a thing because I want a godless world, but I recognize the mechanical simplicity of playing a standard game with a magical healer, and I cannot be bothered to design a whole new class of arcane healer or to analyze some third party class for broken rules.
Exactly, I want to avoid tinkering with mechanics as much as possible to avoid unforseen consequences. I like a gritty game as much as the next Howard fan but I have players whom I want to keep coming back, satisfied they're playing a game they want to play.
Have you read what the DMG has to say about changing the way religion works? Starting on page 10, it gives ideas about to do this sort of thing and explains how clerics might exist.
One of the interesting things it says right at the start is this:
You can readily choose not to associate domains with deities at all, too. Whatever makes sense to you will work.
TBH, somehow I missed this. And this is the approach that I will take. I'll let the player provide more narrative as to how/why their character is such an expert with their domain. Easier for me, keeps options in the game. I am inclined to re-fluff the Cleric in order to avoid heavy-handed tinkering and obstruction of character options. By describing the cleric in terms of an alternate method of tapping into magic I've by-passed the "divinity" aspect. The player can have a hand in describing how their character become an expert in their domain. Something that is an alternative to studiousness, selling one's soul, having mysterious bloodline, etc.
As to the issue of religions, I simply prefer leaving that to the level of pure narrative without game mechanics. Religions and mystery cults may abound, in all shape and manner, and if a player wants to be part of one then the Acolyte background will suffice, which can work with any character class. And if one of the players really wants to play a "Cleric" of some domain with the Acolyte background then I'll have full circle, haha!