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Religion in D&D: Your Take
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<blockquote data-quote="Gorg" data-source="post: 9607288" data-attributes="member: 7029501"><p>I rarely think much about it, unless it makes sense as part of a campaign or adventure. The Realms'; Greyhawk's and Krynn's pantheons work just fine for us.</p><p></p><p> I was personally very irritated by the earth shattering cataclysms that hit the Realms EVERY NEW Edition... Nope. When we play in the realms, it's half a generation or so past the Time of troubles- or even 2e. I'm not writing novels for an insatiable crowd- just trying to play a game, lol. So, no spell plague, Cormyr wasn't rent by an invasion of monsters, etc. </p><p></p><p> I own both the FR boxed set, and the 3e Campaign setting, and love both- there's plenty to do in both to keep us adventuring for decades, lol. I do love what the FRCS and Faiths and Pantheons did- adding lots more lore about the deities to really bring them to life, and flavor the game! However, I keep their machinations to the godly realms- Faerun is for mortals! With some exceptions, like Lurue, and Meilikki- who live there, and chosen, such as Elminster and the Seven Sisters- but they remain in the background unless absolutely needed. Their stats are irrelevant-Deicide has yet to come up in a campaign in all these years.</p><p></p><p> As for divine classes, we stick with the Lawful Good - period- Paladins. I'm leaning towards making Oathbreaker's an (anti-)prestige class kinda thing. You don't get to choose it as your subclass, or multi-class into it- you eff up your way into it. I don't know the other DM's take on it- other than that he was not happy they dropped the LG requirement. It just hasn't come up, so far. (and it would likely be ME that wants to play one- and I'm old school, lol)</p><p></p><p> Individual PC Clerics can decide how much they want to play it up. Temples and shrines, are fairly common, though- and often feature as places to go for help, rest, support, or sources of adventure. And, of course, evil shrines make for great, atmospheric places to adventure IN, and provide plenty of fodder for bad guys!</p><p></p><p> So, I guess our take is essentially the established D&D norm?</p></blockquote><p></p>
[QUOTE="Gorg, post: 9607288, member: 7029501"] I rarely think much about it, unless it makes sense as part of a campaign or adventure. The Realms'; Greyhawk's and Krynn's pantheons work just fine for us. I was personally very irritated by the earth shattering cataclysms that hit the Realms EVERY NEW Edition... Nope. When we play in the realms, it's half a generation or so past the Time of troubles- or even 2e. I'm not writing novels for an insatiable crowd- just trying to play a game, lol. So, no spell plague, Cormyr wasn't rent by an invasion of monsters, etc. I own both the FR boxed set, and the 3e Campaign setting, and love both- there's plenty to do in both to keep us adventuring for decades, lol. I do love what the FRCS and Faiths and Pantheons did- adding lots more lore about the deities to really bring them to life, and flavor the game! However, I keep their machinations to the godly realms- Faerun is for mortals! With some exceptions, like Lurue, and Meilikki- who live there, and chosen, such as Elminster and the Seven Sisters- but they remain in the background unless absolutely needed. Their stats are irrelevant-Deicide has yet to come up in a campaign in all these years. As for divine classes, we stick with the Lawful Good - period- Paladins. I'm leaning towards making Oathbreaker's an (anti-)prestige class kinda thing. You don't get to choose it as your subclass, or multi-class into it- you eff up your way into it. I don't know the other DM's take on it- other than that he was not happy they dropped the LG requirement. It just hasn't come up, so far. (and it would likely be ME that wants to play one- and I'm old school, lol) Individual PC Clerics can decide how much they want to play it up. Temples and shrines, are fairly common, though- and often feature as places to go for help, rest, support, or sources of adventure. And, of course, evil shrines make for great, atmospheric places to adventure IN, and provide plenty of fodder for bad guys! So, I guess our take is essentially the established D&D norm? [/QUOTE]
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