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General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] In a godless campaign what do you with clerics?
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<blockquote data-quote="Tallifer" data-source="post: 7488555" data-attributes="member: 84661"><p>Stats are not fluff. They are crunch. They are part of the rules which govern the mechanics of combat, skills and adjudication.</p><p></p><p>Fluff as I said is important but malleable. But not malleable by one player against everyone else. Indeed, because fluff is malleable, it is adaptable to each table, to each story, to each DM, to each mood, to each world. A player who wants all 20s is either breaking the RAW or the houserules which make encounters fair and fun; a player who wants a godless cleric in a world with gods is not adapting to that world: but because fluff is malleable, he can play the exact same character mechanically but change the fluff to worshipping a god. The mechanics of his sheet would be unchanged (the spells, the stats, the skills, the class, the equipment); but all the fluff (the background, backstory, ideals, personality quirks, holy symbols) would change.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Tallifer, post: 7488555, member: 84661"] Stats are not fluff. They are crunch. They are part of the rules which govern the mechanics of combat, skills and adjudication. Fluff as I said is important but malleable. But not malleable by one player against everyone else. Indeed, because fluff is malleable, it is adaptable to each table, to each story, to each DM, to each mood, to each world. A player who wants all 20s is either breaking the RAW or the houserules which make encounters fair and fun; a player who wants a godless cleric in a world with gods is not adapting to that world: but because fluff is malleable, he can play the exact same character mechanically but change the fluff to worshipping a god. The mechanics of his sheet would be unchanged (the spells, the stats, the skills, the class, the equipment); but all the fluff (the background, backstory, ideals, personality quirks, holy symbols) would change. 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. [/QUOTE]
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[Homebrew] In a godless campaign what do you with clerics?
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