Haha, nope! Spell selection isn't anywhere near that much, and it's hard to countenance any suggestion that it is.
My point is that your point about how GMs will apparently screw with a PC's sheet willy-nilly comes across as difficult to take seriously. Particularly since you seem to be indicating that GMs will do that on a whim while simultaneously suggesting that divine spellcasters are more vulnerable to that. It comes across as your having a problem with GMs in general rather than anything else.
You can decide not to take it seriously if you like. I know people to whom it has happened, and I know at least one GM who has specifically spoken about putting people in this position because he liked doing it to people. It really does happen!
I have no problem with GMs-in-general. (I'd have to have a problem with
myself if I did, and Hussar, who has been nothing but supportive, amongst others.) I have a problem with rules which create trap situations and then don't lift a finger to address those traps....
especially when they clearly end up encouraging GMs to do crappy things at least some of the time. Because I've
seen it encourage GMs to do crappy things some of the time. Thankfully, almost never at tables I'm personally playing.
Show me where it says that players "aren't allowed to say no" or that they lose "all of their abilities, completely."
Ex-clerics. It's literally right there, in the book. You lose
everything except proficiencies and skill points, IIRC. All your powers. Every single one.
And guess who gets to decide whether your deity took your powers away?
And here we begin to see the problem, so let's start at the beginning: your understanding is flawed. Literally, figuratively, and otherwise. Because even if we leave aside the fact that a divine character can't have things such as levels or magic items simply removed (which you literally just wrote you think they can, so you can't cite me for indicating things which aren't divine powers), you're also making the deliberate choice to look at this only in terms of potential abuse. That's where you're coming from, and it's what colors all of your points on this topic.
I had said that GMs were always able to remove levels and magic items--but that's a total other thing. I know for a fact you have heard of the "you were thrown in jail and all your items were taken away" story and how much players HATE that sort of thing most of the time. So don't act like this is some bizarro weird nobody-ever-does-this thing. It happens.
I was--and am--talking about loss of divine powers. I won't respond to your statements about things I didn't actually say.
And yes, of course I'm choosing to look at it in terms of potential abuse. That's what you have to do when you examine the
design of something. You have to look for its points of failure. Or do you think we should design, say, our laws against fraud under the idea that nobody would ever
abuse such laws?
Again, we'll leave aside the technical flaws in your argument (i.e. you do still have class features, since you don't lose things like weapon and armor proficiencies) and skip straight to the heart of the matter: that you're looking at this in the worst possible interpretation imaginable, with no understanding that if someone is looking to act like a jerk, then they're going to do so no matter what the books say. This is therefore hard to take seriously as an argument, simply because it's so beyond the bounds of the particulars being discussed. After all, you can't cite any passages that says that "talking back to your deity" is a "gross violation" of the tenets of your faith; this is entirely your looking at that in the most catastrophic way you can, which is a lot of baggage to bring to the table.
I am specifically looking at it from the most catastrophic perspective because
that's when the rule is breaking down. You don't judge a rule by its best-use cases. You judge it by its
worst-use cases, and you try to address and mitigate them as best you can. You won't be perfect. You won't prevent everything. But you'll prevent a lot just by putting in a modicum of effort.
Again, we have to overlook your being fast and loose with the details here (as if there was something particularly unusual about 3.X compared to its predecessors)
Yes, there is. The books explicitly give the GM direct permission to remove almost all class features of Clerics, Paladins, and a few other characters, for "Gods work in mysterious ways~" reasons. In other words, for any reason or no reason at all.
and instead focus on your wild assumptions about the role of the GM. "All power, no responsibility"? That's not something that can be countenanced with a straight face, because the GM is literally all about responsibility. I honestly can't imagine how you'd come to the conclusion that there's no responsibility involved in what you're describing. It's baffling.
No no no, you misunderstand. I absolutely 100% believe that the GM role comes with ENORMOUS responsibilities.
I'm talking about what
these specific rules do and say. And what they do and say is that the GM can functionally delete everything your divine character can actually
do, without any limits. No advice. No explanations. No discussion. Just incredibly vague and often EXTREMELY unhelpful so-called "guidance" and single throwaway lines like, as you yourself quoted, "gross violation". Who decides what is a "gross violation"? The GM--exclusively. The player does not and
cannot argue about that, because it's up to the GM.
When the exact same person is both the dispenser of--let's be real here--
punishment, and also the person who decides whether or not a behavior is worthy of punishment, what is that usually called in English? The phrase I'm familiar with is "judge, jury, and executioner".
And unless you can cite some enforcement mechanisms for those rules, they're pointless in any kind of practical context. You seem to think that being able to point at the book and say "Aha! You've broken the rules!" is somehow going to bring the "tyrannical GM" that you're so scared of to heel. But what it comes down to is the social contract, no more and no less.
Nope, because again you think I care about fighting inherently butthole-y people. I don't. Well, only limitedly. When someone's a butthole and you can point to the rules where they've done so, it's much, MUCH,
MUCH easier to call them out for their bad behavior. Orders of magnitude easier. Why do you think forums like ENWorld have a codified set of rules which includes things like "be civil"? Because when you have a codified rule that says what someone has done is wrong,
it's much easier to deal with their behavior, whether or not they are acting in good faith.
Will it
stop buttholes? No. Nothing can. I've never said otherwise and
even in the posts you're quoting I said as much. Instead, it gives players the ability to
call out bad behavior FAR more easily, and to clearly articulate why that bad behavior is, in fact, bad. With jerk GMs, it smooths and accelerates the
escape of players from said situation--doesn't mean they all will, but far
more will, and that's worth seeking. Further, with the huge huge huge excluded middle here, where we recognize that most GMs are neither supervillains nor saints, but rather most GMs are mediocre, or of patchwork quality (amazing at A, dog poop at B, etc.), or deeply misinformed, or well-meaning but wrongheaded, or grossly misjudging the situation, etc. Rules that help players to address such situations are good and useful tools to have, not some insane tyrannical imposition on poor helpless GMs.
This is just player-entitlement, d
And here we part ways. I won't engage with anyone who seriously uses the phrase "player entitlement". Sorry.
We live in an age of
GM entitlement and I'm tired of pretending we don't.