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Religion in D&D: Your Take
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<blockquote data-quote="ColinChapman" data-source="post: 9608008" data-attributes="member: 6779742"><p>I find faith and religion and philosophy far more interesting than deities, and although D&D has taken some (in my opinion awkward) steps to separate clerics and paladins from the assumption of gods, I'm not sold on how they've done it. It very much still feels, in my opinion, that there is an almost explicit assumption that gods, associated planes, and divine energy are all things that must categorically exist. It sucks any mystery or uncertainty from it all.</p><p></p><p>It's why I stripped that assumption from Against Darkness Triumphant completely. There is no Arcane/Divine split: magic is magic. The presence of the divine and how it presents is entirely in the hands of the GM. There is no cleric or paladin, but rather there's a Spellsword class that can be easily flavoured as a literal spellsword, ranger, cleric, druid, or paladin by selecting appropriate spells, arcane foci (could be a ritual sickle for the druid, a holy symbol for a cleric, a wand for a literal spellsword), armour and weapons, and a special ability or two (such as Banish Undead for a cleric-alike).</p></blockquote><p></p>
[QUOTE="ColinChapman, post: 9608008, member: 6779742"] I find faith and religion and philosophy far more interesting than deities, and although D&D has taken some (in my opinion awkward) steps to separate clerics and paladins from the assumption of gods, I'm not sold on how they've done it. It very much still feels, in my opinion, that there is an almost explicit assumption that gods, associated planes, and divine energy are all things that must categorically exist. It sucks any mystery or uncertainty from it all. It's why I stripped that assumption from Against Darkness Triumphant completely. There is no Arcane/Divine split: magic is magic. The presence of the divine and how it presents is entirely in the hands of the GM. There is no cleric or paladin, but rather there's a Spellsword class that can be easily flavoured as a literal spellsword, ranger, cleric, druid, or paladin by selecting appropriate spells, arcane foci (could be a ritual sickle for the druid, a holy symbol for a cleric, a wand for a literal spellsword), armour and weapons, and a special ability or two (such as Banish Undead for a cleric-alike). [/QUOTE]
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