die_kluge said:Jesus was an avatar.
S'mon said:Who indeed? It's a mystery!![]()
Per the RAW you DO NOT NEED GODS TO HAVE "DIVINE" MAGIC. "Divine" in D&D is a purely arbitrary descriptor for the kind of magic used by half the spellcasting classes. You seem to be hung up on a defiinition of "divine magic" that includes the necessary existence of deities & foolproof knowledge of the supernatural. None of that is in the RAW description of divine magic.
The game assumes availability of magic healing, restoration etc in its CR system and other areas. Eliminate divine spellcasters & you need to either make those spells available to arcane casters or change game assumptions re PC power, survivability etc.
There have of course been more saints created in the past 30 years than in all of prior history; each of whom has minimum 2 "verifiable miracles" to their name - I guess Earth's Magic Level must be increasing...
I thought avatars couldn't be Raised?
Well.. in order to 'replicate' the superstitious nature of medieval 'magic' in our world, you'd have to redesign the Arcane classes too, because, face it, magic in D&D is far from subtle or mysterious. You can drop walls of pure iron on people, globe trot with teleportation magic, travel to other planes of existence ('Hey Zeus, how's it going?'), fabricate things out of thin air, drain the water from people's bodies, shoot mystical bolts of energy, throw balls of fire. Arcane magic in D&D is in your face, screaming like Gene Simmons.die_kluge said:No, it's completely different. The nature of divine versus arcane magic is different in the context of medieval Europe. There was still *magic* in medieval Europe. In fact, I own a book called "A history of magic in medieval Europe". Arcane magic can be more subtle. It doesn't heal the sick and dying, it doesn't cure disease. It doesn't prolong life. It doesn't bring people back from the dead. Arcane magic can be witchcraft and sorcerery, and other mysterious things, all of which have a very unique, and very distinct role in medieval Europe.
But people walked around throwing balls of fire?They existed. People didn't come back from the dead. Clerics didn't cure people of the bubonic plague.
die_kluge said:1. Yes, this may be true, and that's why I'm asking if anyone has done this, and if so, what experience did they have with it? Personally, I'd like to see arcane casters, fighters, rogues, and then modify the bard to be more of a barber/historian role. I think that would work.
2. Really? Maybe it's because the population is increasing. Anyone have any statistics with regards to the number of saints as a corollary to the population?
S'mon said:2. There are about 100 times as many dead people in world history as people currently alive. The population of Europe is only (very roughly) about 10 times what it was 1000 years ago (Britain more, France less). You might expect the rate of saint creation to be 10 times what it was 1000 years ago, but it's far more than it, AFAIK it was a Vatican policy design to help spread the Catholic faith.
1. I've experimented with this, works fine for gritty low level swords & sorcery fantasy. Like I keep saying, at high levels there are mechanical problems with removing healing, restoration, divine buffs from core D&D; lots of d20 products do this but change other factors too - Conan & Slaine, Grim Tales are some I own personally. High level Core D&D w/out Clerics & Druids but with Bards could work but lots of CRs would need recalculating and you couldn't run published meatgrinder scenarios like WotC's Adventure Path.
If you're asking how a setting changes sans divine magic; I have the problem that I create the setting first and alter rules to fit, you seem to think in terms of the ruleset defining the setting.[/quote
Yea, I guess I do. Or at least, I try to develop them simultaneously. I hadn't thought about it in those terms before, though. Interesting.
Pants said:Well.. in order to 'replicate' the superstitious nature of medieval 'magic' in our world, you'd have to redesign the Arcane classes too, because, face it, magic in D&D is far from subtle or mysterious. You can drop walls of pure iron on people, globe trot with teleportation magic, travel to other planes of existence ('Hey Zeus, how's it going?'), fabricate things out of thin air, drain the water from people's bodies, shoot mystical bolts of energy, throw balls of fire. Arcane magic in D&D is in your face, screaming like Gene Simmons.
Divine Magic MAY surely be a problem if you're trying to recreate a more superstitious world, but, IMO, not for the reasons you list. Arcane magic, as it is presented in D&D, would also be unfit for such a campaign.
Suddenly, diseases, poisons, and wounds become much more dangerous, along with anything that has energy drain attacks. Threats that would be considered small problems in a normal D&D campaign would become much more difficult to deal with, even if you do have some sort of a field medic type class.