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New Twist of standard religion
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<blockquote data-quote="mhacdebhandia" data-source="post: 1892065" data-attributes="member: 18832"><p>To clarify, in the campaign I was lazily designing (and may never return to, though I'll probably use this idea if I do end up running something), I simply declared by fiat that there was no way to know the truth about the nature or even existence (as real entities or forces) of the gods.</p><p></p><p>Divination spells would simply fail if used to ask such questions. Celestials or fiends would be unable or unwilling to answer under any circumstances - or perhaps even to admit that they didn't know themselves. Clerics of the same deity with very different ideas about what is "right" in that deity's service would have no genuine basis for their arguments - and complicating the issue would be clerics and other divine casters who don't worship deities.</p><p></p><p>When two clerics of the World Mother from different congregations disagree about the proper way to honour her, and the druid down the road who offers her reverence as an embodiment of the force of Nature can't agree with his druid colleague from another sect who prefers to strip away such "unnatural" anthropomorphisations and simply serve Nature directly, what do you do with the cleric who simply reveres the natural world? To say nothing of shugenja, spirit shamans, favoured souls . . . when you think about the enormous numbers of sects and theories within historical religions even long before the modern era, this kind of complexity in the campaign setting can give you a lot to work with to replicate that.</p><p></p><p>These groups don't have to be very formal or have many groups. I don't think of either base classes or prestige classes as being particularly noticeable within the gameworld - class features can be noticed, of course, but knowing that a warrior who focuses on the pure art of combat can be more dangerous with his sword (fighter with Weapon Specialisation and so forth) than a warrior granted holy powers and charged with a sacred mission (a paladin) doesn't mean that you'll ascribe that difference to anything other than the former having more time and energy to devote to his swordplay, which the latter spends in devotion to his deity.</p><p></p><p>That sort of thing can apply everywhere. You could have an entire sect of religious ascetics numbering less than a dozen people, isolated in an obscure monastery, who are the only people in the campaign with a certain prestige class because they're the only ones who believe and practice as they do. Whatever.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 1892065, member: 18832"] To clarify, in the campaign I was lazily designing (and may never return to, though I'll probably use this idea if I do end up running something), I simply declared by fiat that there was no way to know the truth about the nature or even existence (as real entities or forces) of the gods. Divination spells would simply fail if used to ask such questions. Celestials or fiends would be unable or unwilling to answer under any circumstances - or perhaps even to admit that they didn't know themselves. Clerics of the same deity with very different ideas about what is "right" in that deity's service would have no genuine basis for their arguments - and complicating the issue would be clerics and other divine casters who don't worship deities. When two clerics of the World Mother from different congregations disagree about the proper way to honour her, and the druid down the road who offers her reverence as an embodiment of the force of Nature can't agree with his druid colleague from another sect who prefers to strip away such "unnatural" anthropomorphisations and simply serve Nature directly, what do you do with the cleric who simply reveres the natural world? To say nothing of shugenja, spirit shamans, favoured souls . . . when you think about the enormous numbers of sects and theories within historical religions even long before the modern era, this kind of complexity in the campaign setting can give you a lot to work with to replicate that. These groups don't have to be very formal or have many groups. I don't think of either base classes or prestige classes as being particularly noticeable within the gameworld - class features can be noticed, of course, but knowing that a warrior who focuses on the pure art of combat can be more dangerous with his sword (fighter with Weapon Specialisation and so forth) than a warrior granted holy powers and charged with a sacred mission (a paladin) doesn't mean that you'll ascribe that difference to anything other than the former having more time and energy to devote to his swordplay, which the latter spends in devotion to his deity. That sort of thing can apply everywhere. You could have an entire sect of religious ascetics numbering less than a dozen people, isolated in an obscure monastery, who are the only people in the campaign with a certain prestige class because they're the only ones who believe and practice as they do. Whatever. [/QUOTE]
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