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<blockquote data-quote="Korgoth" data-source="post: 4559407" data-attributes="member: 49613"><p>I am from a land of great enlightenment and learning called Texas.</p><p></p><p>We're much smarter in person than on TV shows. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>As far as writing up a monotheistic religion in D&D terms, the usual way would be to indicate what benefits are available to Clerics of that faith, as well as what prohibitions and responsibilities limit their activities. If there are any legendary heroes, monsters or spirits pertaining to the faith, those could be given details. For example, the information about the polytheistic Norse beliefs in the original edition of D&D says that the wolf called "Fenris", who is chained until his release in the final battle between gods and giants, has an AC -2, 300 hit points and strikes as an 11th level fighter dealing 10-80 points of damage; he is resistant to all magic. Those are his abilities while he is chained; when he is unchained he becomes even more powerful. The abilities of Fenris are extremely strong because he was so powerful in the Norse myths. As another example, the Einherjar (the warriors of heaven in Norse myth) are merely Fighters of level 7 or higher who rise from the dead if killed.</p><p></p><p>You simply write the D&D abilities to represent the content of the stories. There are no rules governing what statistics to assign to them. However, it is usually better not to make things too powerful unless they are of singular importance in the particular mythos.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 4559407, member: 49613"] I am from a land of great enlightenment and learning called Texas. We're much smarter in person than on TV shows. :) As far as writing up a monotheistic religion in D&D terms, the usual way would be to indicate what benefits are available to Clerics of that faith, as well as what prohibitions and responsibilities limit their activities. If there are any legendary heroes, monsters or spirits pertaining to the faith, those could be given details. For example, the information about the polytheistic Norse beliefs in the original edition of D&D says that the wolf called "Fenris", who is chained until his release in the final battle between gods and giants, has an AC -2, 300 hit points and strikes as an 11th level fighter dealing 10-80 points of damage; he is resistant to all magic. Those are his abilities while he is chained; when he is unchained he becomes even more powerful. The abilities of Fenris are extremely strong because he was so powerful in the Norse myths. As another example, the Einherjar (the warriors of heaven in Norse myth) are merely Fighters of level 7 or higher who rise from the dead if killed. You simply write the D&D abilities to represent the content of the stories. There are no rules governing what statistics to assign to them. However, it is usually better not to make things too powerful unless they are of singular importance in the particular mythos. [/QUOTE]
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