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*Dungeons & Dragons
What Happens if a Cleric/Warlock/etc PC Gravely Offends Their Supernatural Patron?
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<blockquote data-quote="Cruentus" data-source="post: 8541823" data-attributes="member: 7034645"><p>So, if the deities punishment is to remove their Domain Spells and their Channel Divinity, is that okay? They still have their spellcasting, so they "haven't lost their character's abilities", at least, not all of them.</p><p></p><p>When I started playing back in the stone ages, Clerics had no spells at first level, started gaining spells at 2nd level, after 'proving their worth', and went from there. Its since, what, 3.0?, end of 2e? that the game started adding domains, extra abilities for clerics of particular deities, etc., etc. Mostly as a way to sell splat books. And it was often clear which ones were going to be used (the mechanically good ones), and which wouldn't (the mechanically bad ones, or suboptimal ones). So, way back when, a cleric was a d6 HD character who could cast a spell once a day, and backup a fighter in melee (later a d8 character with second tier combat ability and more spells in 1e? due to bonus WIS?) </p><p></p><p>5e has doubled down across the board on "you get an ability, and you get an ability, and you get an ability" to the point that the cleric can be that d8 HD superhero who can cast all day, stand toe to toe in melee, and get around your exploration and social pillars with certain spells. And now, those "abilities" have come to be expected as part and parcel to the "balance" of the class, which, I think, the number of threads on the powers of casters casts some doubt over how much actual "balance" there is. Particularly when you take into account all of the various ways the game is played at tables (heavy RP, heavy combat, strictly tabletop battle, magic lite, magic heavy, zero to hero, superhero, etc.). </p><p></p><p>Ultimately, its up to each table to figure out what is fun for the players AND THE DM. <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></blockquote><p></p>
[QUOTE="Cruentus, post: 8541823, member: 7034645"] So, if the deities punishment is to remove their Domain Spells and their Channel Divinity, is that okay? They still have their spellcasting, so they "haven't lost their character's abilities", at least, not all of them. When I started playing back in the stone ages, Clerics had no spells at first level, started gaining spells at 2nd level, after 'proving their worth', and went from there. Its since, what, 3.0?, end of 2e? that the game started adding domains, extra abilities for clerics of particular deities, etc., etc. Mostly as a way to sell splat books. And it was often clear which ones were going to be used (the mechanically good ones), and which wouldn't (the mechanically bad ones, or suboptimal ones). So, way back when, a cleric was a d6 HD character who could cast a spell once a day, and backup a fighter in melee (later a d8 character with second tier combat ability and more spells in 1e? due to bonus WIS?) 5e has doubled down across the board on "you get an ability, and you get an ability, and you get an ability" to the point that the cleric can be that d8 HD superhero who can cast all day, stand toe to toe in melee, and get around your exploration and social pillars with certain spells. And now, those "abilities" have come to be expected as part and parcel to the "balance" of the class, which, I think, the number of threads on the powers of casters casts some doubt over how much actual "balance" there is. Particularly when you take into account all of the various ways the game is played at tables (heavy RP, heavy combat, strictly tabletop battle, magic lite, magic heavy, zero to hero, superhero, etc.). Ultimately, its up to each table to figure out what is fun for the players AND THE DM. :) [/QUOTE]
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What Happens if a Cleric/Warlock/etc PC Gravely Offends Their Supernatural Patron?
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