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*Dungeons & Dragons
[Homebrew] In a godless campaign what do you with clerics?
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<blockquote data-quote="Laurefindel" data-source="post: 7490361" data-attributes="member: 67296"><p>That has been the default assumption of D&D since its beginning, but it's simply fluff.</p><p></p><p>Mechanics can be dissociated from their "flavor" without hurting the game whatsoever. Darksun, the Lankhmar box set and, to a lesser extent, the world of Eberron, have set precedents to that. Even in the "vanilla" version of D&D, fluff has been changed and dissociated from their mechanics since its origins; elves and dwarves can become paladins, rangers can be of non-good alignments, clerics can cast fireballs and arcane casters can cast "cure wounds" and other traditionally divine spells.</p><p></p><p>At their core, arcane and divine casters are very similar: both need to know or prepare spells, both use spell slots to power their spells, both use "pre-packaged" spells to work their magic. Heck, some of these spells are exactly the same regardless whether they were cast from an arcane or divine spellcaster and they use the same spell progression. They are more similar than they are different.</p><p></p><p>Some DM may be reticent to refluff classes and concepts in their game; that is their prerogative. But things can be changed for a campaign or homebrew setting, by the DM no less, without hurting internal consistency. These alterations may not be coherent with default D&D but as long as they are applied consistently throughout the whole creation process, you have internal consistency.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7490361, member: 67296"] That has been the default assumption of D&D since its beginning, but it's simply fluff. Mechanics can be dissociated from their "flavor" without hurting the game whatsoever. Darksun, the Lankhmar box set and, to a lesser extent, the world of Eberron, have set precedents to that. Even in the "vanilla" version of D&D, fluff has been changed and dissociated from their mechanics since its origins; elves and dwarves can become paladins, rangers can be of non-good alignments, clerics can cast fireballs and arcane casters can cast "cure wounds" and other traditionally divine spells. At their core, arcane and divine casters are very similar: both need to know or prepare spells, both use spell slots to power their spells, both use "pre-packaged" spells to work their magic. Heck, some of these spells are exactly the same regardless whether they were cast from an arcane or divine spellcaster and they use the same spell progression. They are more similar than they are different. Some DM may be reticent to refluff classes and concepts in their game; that is their prerogative. But things can be changed for a campaign or homebrew setting, by the DM no less, without hurting internal consistency. These alterations may not be coherent with default D&D but as long as they are applied consistently throughout the whole creation process, you have internal consistency. [/QUOTE]
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[Homebrew] In a godless campaign what do you with clerics?
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