Do real world non-hierarchical religions or devotions use the word 'priest' to define someone who works in it?
Protestant Christians certainly do. Jews and Buddhists also have priests (obviously with other names, but the function is the same).
Do real world non-hierarchical religions or devotions use the word 'priest' to define someone who works in it?
But would they use the title 'Priest' then?
Protestant Christians certainly do. Jews and Buddhists also have priests (obviously with other names, but the function is the same).
Do real world non-hierarchical religions or devotions use the word 'priest' to define someone who works in it?
Protestant Christians certainly do. Jews and Buddhists also have priests (obviously with other names, but the function is the same).
Well, no. But then, the majority of people on the planet are not native English speakers.
An Italian Catholic doesn't call their priest a "priest", even though in function the person's in the same basic role. We should probably instead ask if real world non-hierarchical religions have people who work in them who fill the role we refer to as 'priests'?
The relevant thing I've been presuming is that "priest" implies some ability to enact rituals.<snip>
In a D&D sense, this can imply that they are Divine in some respect (a cleric, or a shaman, or perhaps even a druid?), but it need not. <snip>
If we're going with some flavor of the second possibility, that certain downtime actions are only available to those with a specific "profession," then putting those professions in with backgrounds limits the potential to tell stories about questioning Acolytes and fallen Nobles and Commoners who rise above their station. If we wanted to give these characters useful options, we'd have to allow them to "swap professions" anyway, so why wed these things to backgrounds if they're not really part of the background mechanics?
I like the general idea. I was a bit disappointed by the description of these as "non-mechanical" aspects of character generation, and as mere "roleplaying guidelines". I think there is a lot of scope to use these to build mechanical systems on - for instance, when you're about to realise your "bond", or when you're forced to violate your "ideal", then things in the game have become a Big Deal, and it would be nice for this to be reflected somehow in the mechanics. (Eg in either case you can reroll one roll in the situation; but if you're violating your ideal then if you fail a roll the GM can also introduce some sort of complication into the situation to reflect that.)
"Priest" "Guild Thief" and "Soldier" (others too, but those are the big three) are crucial backgrounds to have, because they say -- clearly -- that these things exist in the world separate from Clerics, Rogues, and Fighters. The separation of background and class was so enriching: one could have a Wizard Solider, a Cleric Guild Thief, a Rogue Priest.
For me, this was a huge advance. Clerics now did not need to be the one who would conduct weddings in the village, for example. For the first time, there was a mechanic that separated your place in society from the class you chose, and it has led to some fantastic role-play opportunities for me and my players.
In 5e, background don't seem to fill that role of "profession."
The only 'mechanics' you might see is a FATE-style module allowing points to be earned and spent via portrayal of personality aspects. Which will be optional, so only groups choosing to use it will be affected.
I tend to find that the latter can get in the way of the former if the former is not in some way tethered to the mechanics. If the game forces me to choose between keeping my character alive, and sticking to my conception of my character, then it is forcing an invidious choice. (And also practically begging the GM to start fudging/railroading to remove the invidious choice.)I wouldn't really expect much more out of the "Role-playing" part of D&D, ruleswise.
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I think D&D works best as a much more "gamey" (if perhaps not Gamist) experience.