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[Homebrew] In a godless campaign what do you with clerics?
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<blockquote data-quote="sunrisekid" data-source="post: 7488580" data-attributes="member: 57326"><p>This is what I am leaning towards. The game does become unbalanced without access to highlevel healing magic later in the game. I was thinking the Warden and Scholar classes from "Adventures in Middle Earth" 5E source book were a good solution. The healing mechanic is barely magical, almost more of a "mysterious knowledge" or knack. Even the Druid and Ranger can be described in such terms rather than <em>spells</em>.</p><p></p><p>On the one hand, I don't mind the mechanics of the Cleric - they're about as "D&D" as you can get, and (I think) may have been invented as a stop-gap mechanic to affect HP fluctuations.</p><p></p><p>On the other hand, for gamers who don't want to be saddled with a pantheon and the assorted narrative baggage those goes with, it would be nice if there were a simple option in one of the books. Given how central HP, healing, and by extension classes whose purpose is to affect those mechanics, it becomes a sticking point. The DMG does provide alternate narratives of the game world but some differences imply a fairly different take on certain class assumptions (i.e., the Cleric). </p><p></p><p>I recall seeing something posted in a D&D subreddit about tooling the Warlock chassis into an explicit priestly sort, with very different mechanics from a Cleric. I'll post a link if I can find it.</p><p></p><p>For a fantasy setting, I prefer the secrets-man-was-not-meant-to-know when it comes to pantheons and "gods". And it's in this vein that I think the Asmodeus/Lolth/Archfey/Cthulu etc model of power- and spell-granting makes very strong narrative sense.</p></blockquote><p></p>
[QUOTE="sunrisekid, post: 7488580, member: 57326"] This is what I am leaning towards. The game does become unbalanced without access to highlevel healing magic later in the game. I was thinking the Warden and Scholar classes from "Adventures in Middle Earth" 5E source book were a good solution. The healing mechanic is barely magical, almost more of a "mysterious knowledge" or knack. Even the Druid and Ranger can be described in such terms rather than [I]spells[/I]. On the one hand, I don't mind the mechanics of the Cleric - they're about as "D&D" as you can get, and (I think) may have been invented as a stop-gap mechanic to affect HP fluctuations. On the other hand, for gamers who don't want to be saddled with a pantheon and the assorted narrative baggage those goes with, it would be nice if there were a simple option in one of the books. Given how central HP, healing, and by extension classes whose purpose is to affect those mechanics, it becomes a sticking point. The DMG does provide alternate narratives of the game world but some differences imply a fairly different take on certain class assumptions (i.e., the Cleric). I recall seeing something posted in a D&D subreddit about tooling the Warlock chassis into an explicit priestly sort, with very different mechanics from a Cleric. I'll post a link if I can find it. For a fantasy setting, I prefer the secrets-man-was-not-meant-to-know when it comes to pantheons and "gods". And it's in this vein that I think the Asmodeus/Lolth/Archfey/Cthulu etc model of power- and spell-granting makes very strong narrative sense. [/QUOTE]
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[Homebrew] In a godless campaign what do you with clerics?
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