Whizbang Dustyboots
Gnometown Hero
It's helpful to look at what the Commune spell actually says:gizmo33 said:How can you explain the context of the Commune spell in light of what you're saying? Are you suggesting that only if I confine my questions to stuff about whether a troll lives on level 2 of a dungeon that I'll get good info, but somehow questions of central importance to the faith will be ignored?
The entities give you the answer they want to give you.SRD said:You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
While you're certainly free to make up religions that don't function the way that they have in Earth history and myth, in our world, god figures have NEVER given full clarity as to what's on their omniscient minds, even when their representatives grab some, stick him in a cave and dictate The Truth to them. Even then, The Truth is open to further interpretation and those god-types never seem to swing back around for clarification. Whether you're talking about one of the Big Three Monotheistic Faiths or ancient polytheistic faiths we know from collections of myths, answering questions just isn't what gods do.
Now, it could be because they're capricious, it could be because they want to see that faith is guiding the followers to appropriate actions without being led by the hand, it might be that faith isn't qualitatively the same if the worshippers don't have to do any of the intellectual heavy lifting involved, it could be because the gods have other things to do.
What they don't do is have operators standing by to help detail everything. Mortals have to figure it out on their own.
You lose me on #3. WHY would they be interested in behaving in a way that no gods have ever behaved, in modern religions or ancient myth?If in your particular campaign Wee Jas is some sort of amoral Cthuloid that doesn't care about her worshippers, then that's fine. But there is a school of thought that says one or more of the following:
1. deities derive their power from their worshippers (ie. if worshippers kill each other their power goes down)
2. deities have an opinion (ie. alignment) on moral and ethical issues
3. deities have a recognizable thought process (ie. not insane) and are interested in giving clear instructions on what they want to their worshippers.
Any time the rules force the setting into a pretzel, it's time to bust out Rule Zero. Having gods be at the beck and call of mortal worshippers who can't figure out what fork to eat with without a Commune spell is just such a pretzel. In fact, a cleric breaking out a spell of serious power for such a trivial purpose instead of, you know, actually advancing the faith in a useful fashion, would be in danger of losing access to that spell IMC. Clerics are meant to be active agents in the mortal realm, not customer service representatives.Otherwise though, I can't argue with what you're saying, it's just that it doesn't seem to me to be compatible with the core 3E rules.
So were the Greek and Norse deities. They didn't behave the way you'd have the gods of Greyhawk act.The default setting (ie. Greyhawk) for 3E is not monotheistic though. I didn't think that good gods permitted suffering. It also appears in the rules for deities that they always seem to have an alignment. They're somewhat anthropromorphic in the way they see problems and communicate.
They're GODS. Yes, they are alien and different. They're not superheroes floating above the planet in a bitchin' orbiting headquarters. They have different things they're worried about than mortals are.Saying that they have some sort of "alien intelligence" and taking them out of an alignment system entirely raises the question of why a paladin would really follow such a being - seeing as that it's not supporting their world view.
I dunno, metaphor? Parable? The ways that polytheistic deities have always informed the way worshippers live their lives?If a paladin worships a God of Flowers, and all that god cares about is flowers and moral issues are left to the paladin to decide, then how exactly does faith and doctrine really support the issues central to the paladin's mission?
What a strange contention.It's almost like the god becomes no more important than what kind of weapon the paladin uses.