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monotheism in D&D
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<blockquote data-quote="shadow" data-source="post: 1420544" data-attributes="member: 2182"><p>Well, in my homebrew that I've been working on for some time I'm using a monotheistic model. First of all I decided to make true clerics (who can cast spells) rare. This fits with the low magic theme of the campaign (although not 'grim-n-gritty', characters are still larger than life). Most clerics are simply experts with some ranks in knowledge (theology). True clerics are considered prophets and saints. Players can pick any two domains (except evil and destruction) to represent their <em>ministry</em>. The only mechanical change is that spells used for an evil purpose automatically fail. Also alignment is very important. Clerics must be good. Clerics must always be concious of their acts. Evil acts or disobeying the will of the Deity can result in loss of spells and powers. Of course their are evil clerics that worship demonic entities. They function pretty much the same (although opposite) of normal clerics. </p><p>Druids represent a more primal and pagan religion. They get spells, not from a deity, but from nature itself. Through meditation and trance, they are able to cast spells much like a mage. (Although they claim that their spells are 'divine', not 'arcance'!)</p><p>The setting is still a work in progress, so I can't comment on how it has worked out in game.</p></blockquote><p></p>
[QUOTE="shadow, post: 1420544, member: 2182"] Well, in my homebrew that I've been working on for some time I'm using a monotheistic model. First of all I decided to make true clerics (who can cast spells) rare. This fits with the low magic theme of the campaign (although not 'grim-n-gritty', characters are still larger than life). Most clerics are simply experts with some ranks in knowledge (theology). True clerics are considered prophets and saints. Players can pick any two domains (except evil and destruction) to represent their [i]ministry[/i]. The only mechanical change is that spells used for an evil purpose automatically fail. Also alignment is very important. Clerics must be good. Clerics must always be concious of their acts. Evil acts or disobeying the will of the Deity can result in loss of spells and powers. Of course their are evil clerics that worship demonic entities. They function pretty much the same (although opposite) of normal clerics. Druids represent a more primal and pagan religion. They get spells, not from a deity, but from nature itself. Through meditation and trance, they are able to cast spells much like a mage. (Although they claim that their spells are 'divine', not 'arcance'!) The setting is still a work in progress, so I can't comment on how it has worked out in game. [/QUOTE]
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