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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="MNblockhead" data-source="post: 7491486" data-attributes="member: 6796661"><p>This. It also fits in with the common trope of believing in something hard enough to make it happen. Sorcerors create magic effects as a natural talent. Their struggle is to control the magic welling up from within them. Arcane magic users create magic after laborious study and practice, their struggle is mastering what they have learned. Clerics create magic effects through the power of belief. Their struggle is...what? In many D&D campaigns the god are too approachable and dependable. I like the idea wher there are reasons for doubt. That makes belief a struggle. That struggle is rewarded by miracles. In the real-world we have a rich well of examples from the world's cultures to model this understanding of clerical magic on. </p><p></p><p>If I could make the time, I've always wanted to make alterations for clerics so that their spells could be the most powerful in the game but that it isn't guaranteed that they would occur. Some mechanic the required upholding the gods commandments and being a model of the religion's ideas. Real sacrifices that have to be made and a good reason for using this power beyond personal gain and glory (as for "gods" of "personal gain and glory" -- no, sorry -- those are warlocks, pacts with evil, neutral, or mysterious powers, which would not be looked on well by clerics and most of society). </p><p></p><p>D&D gives us this great toolbox, but too many games, especially in organized play, are this gonzo kitchen sync world that feels like a poorly written anime cartoon. For your homebrew, I think some basic limitations and selections can create a much more flavorful campaign. Sometimes our creativity grows when presented with limitations.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7491486, member: 6796661"] This. It also fits in with the common trope of believing in something hard enough to make it happen. Sorcerors create magic effects as a natural talent. Their struggle is to control the magic welling up from within them. Arcane magic users create magic after laborious study and practice, their struggle is mastering what they have learned. Clerics create magic effects through the power of belief. Their struggle is...what? In many D&D campaigns the god are too approachable and dependable. I like the idea wher there are reasons for doubt. That makes belief a struggle. That struggle is rewarded by miracles. In the real-world we have a rich well of examples from the world's cultures to model this understanding of clerical magic on. If I could make the time, I've always wanted to make alterations for clerics so that their spells could be the most powerful in the game but that it isn't guaranteed that they would occur. Some mechanic the required upholding the gods commandments and being a model of the religion's ideas. Real sacrifices that have to be made and a good reason for using this power beyond personal gain and glory (as for "gods" of "personal gain and glory" -- no, sorry -- those are warlocks, pacts with evil, neutral, or mysterious powers, which would not be looked on well by clerics and most of society). D&D gives us this great toolbox, but too many games, especially in organized play, are this gonzo kitchen sync world that feels like a poorly written anime cartoon. For your homebrew, I think some basic limitations and selections can create a much more flavorful campaign. Sometimes our creativity grows when presented with limitations. [/QUOTE]
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[Homebrew] In a godless campaign what do you with clerics?
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