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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="Paul Farquhar" data-source="post: 7490399" data-attributes="member: 6906155"><p>Try this:</p><p></p><p>Magic exists in this universe because thought is able alter nature. Wizards have learned to manipulating this by using words and gestures to focus thought into specific shapes that have a specific effect upon the universe.</p><p></p><p>However, as a side effect of this, simply believing something to be the case, if you believe it hard enough, can also change the universe to conform to those beliefs. If you believe, without a shadow of a doubt, that uncle Fred's old slippers enable you to walk on water, then the universe will adjust to make it true. Thus someone who believes unshakably in their relgion (which may or may not be true - there is no evidence either way) will be able to cast divine spells. However, a madman who believes unshakably that keeping earwax in a jar gives him special powers will also be able to cast divine spells. In this world the insane are confined to highly secure asylums, watched over by wizards.</p><p></p><p>Thus, player character clerics (etc) can believe in whatever they like, so long as they believe in something. But they run the risk of being locked up for it.</p><p></p><p></p><p>Works both ways: why have gods?</p><p>But if you need a reason, it is to make the setting feel different and it gives players the freedom to create clerics (etc) without being tied to any particular belief system (something that I find makes cleric a very unpopular class amongst the groups I play in).</p><p></p><p></p><p></p><p></p><p></p><p>There is no greater D&D multiverse. It doesn't exist. If there are any worlds beyond this one, they are not those.</p><p></p><p></p><p></p><p>There are people who worship gods. Some of them are clerics. But there is no evidence that the gods are real.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 7490399, member: 6906155"] Try this: Magic exists in this universe because thought is able alter nature. Wizards have learned to manipulating this by using words and gestures to focus thought into specific shapes that have a specific effect upon the universe. However, as a side effect of this, simply believing something to be the case, if you believe it hard enough, can also change the universe to conform to those beliefs. If you believe, without a shadow of a doubt, that uncle Fred's old slippers enable you to walk on water, then the universe will adjust to make it true. Thus someone who believes unshakably in their relgion (which may or may not be true - there is no evidence either way) will be able to cast divine spells. However, a madman who believes unshakably that keeping earwax in a jar gives him special powers will also be able to cast divine spells. In this world the insane are confined to highly secure asylums, watched over by wizards. Thus, player character clerics (etc) can believe in whatever they like, so long as they believe in something. But they run the risk of being locked up for it. Works both ways: why have gods? But if you need a reason, it is to make the setting feel different and it gives players the freedom to create clerics (etc) without being tied to any particular belief system (something that I find makes cleric a very unpopular class amongst the groups I play in). There is no greater D&D multiverse. It doesn't exist. If there are any worlds beyond this one, they are not those. There are people who worship gods. Some of them are clerics. But there is no evidence that the gods are real. [/QUOTE]
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[Homebrew] In a godless campaign what do you with clerics?
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