Chaosmancer
Legend
Or it is seen as a reasonable, non-toxic approach and is just ruled on.
Plenty of people think it is fine to choose your approach based on your build, so an eldritch knight fighter and low wisdom might think a religion skill approach is more effective and so choose that as their characterization approach if they can and run with it.
Some will see it as ugly instrumentalism, others will be completely fine with it by focusing on whether the characterization is reasonable and how well done it is.
I've never seen anyone treat that sort of play as perfectly fine and reasonable, and it certainly wasn't the impression given when that style was brought up earlier in the thread.
But, if it is perfectly fine... why not assume it?
I don't feel the options are that binary.
The options for why the fighter is doing it? Of course not.
But frankly, they fall down towards a binary choice. Would you allow them to do it, yes or no? You can't have someone half-allow this. You either allow it, or you don't. And I'm sure you know the types of things you wouldn't allow this for, because you've listed quite a few. So why not just answer "Yes, I would allow it under these circumstances" rather than continue equivocating and saying you can't know?
Coherent, but not obligatory to allow it. A DM can reasonably say that charisma checks or intimidate is the skill to influence a person and while athletics lets you bend a bar in front of the person you are trying to intimidate, the actual thing you are going for is not the bent bar but the persuasive impact on the target person.
Nothing is obligatory. We can sit here talking in circles about how "not everyone will allow X" until we've acknowledged every single rule in every single book and every single situation ever conceived is all "at the DM's choice" but that doesn't actually get us anywhere.
The game specifically calls it out as an option. The DM is not obliged to listen to the game, but they likely have a reason to listen or not listen. And we can talk about that, rather than just saying "everything is the DM's discretion"
A ton of varying considerations. Fiction is a big one. Tone of play. Are the rules hard or flexible. Does the DM want solid boundaries on supernatural effects or to regularly make judgment calls about what is reasonable supernatural effects to be done. It is a lot easier to make ad hoc judgments about things that would reasonably happen for things we have everyday familiarity with (social interactions, physical things) than for spontaneous magical effects.
These are going to vary person to person, and even game to game with the same DM. They might want things to go one way in Conan world but another in Forgotten Realms.
I said early on how I run things in my game, I go with the Conan/Eberron no direct evidence of the gods, clerics are essentially spellcasters of specific magical traditions. Anyone can pray, it is not going to have a supernatural effect unless there is more going on.
I do this for the themes and tone I want in my game. The PC cleric's cult is dedicated to a specific, non-omnipotent, not-omniscient dragon who exists in the world. I like character's using gods names as curses "Crom!" "Tyr's severed hand!" "Blood and souls for Arioch!" and not asking for divine favor.
I have specific DM decisions for my game that supports the game and story and theme and tone I want.
Okay, so you wouldn't allow it at your table because clerics are basically just wizards that heal, and faith cannot call miracles. Though, I would argue with you about Eberron, but I'll save that for later.
Why did we need all these paragraphs of laying out every single possible consideration?
I think this is primarily a DM call during the game. The player has stated their action, the DM adjudicates what happens. I think the DM should be primarily thinking about the game as a whole instead of the one player's desires.
If you as the DM are not receptive to the player's desires, the game will inevitably suffer. That doesn't mean you are a doormat, but you need to look to what the player's want, because that is the entire driving force behind the game.
Who knows. I played in one for years where the Melnibonean pantheon was the main one, everybody used euphemisms for the gods in character so that the AD&D demon lord name rules did not come into play. Meerclaw the Neutral goddess of cats was a big PC cleric favorite, and even she can be capricious and cruel and play with her prey, we did not want her showing up unexpectedly.
I'll go ahead and say "a very tiny minority" since most people don't even know what "Melnibonean" even is anymore.
Eberron, has been pretty mainstream and a popular D&D setting for three editions now. It is in the 5e PH. The actual existence of the gods in Eberron is a mystery. Divine magic goes with the mechanical effects, and there are tons of believers in world, but there is no direct evidence of the gods.
I think god cosmology varies widely in different D&D games.
Okay, so here I want to argue a bit about Eberron. Because, you are half right.
There is no direct evidence of the Gods being real.
There are literal mountains of evidence that FAITH leads to magical effects. The Blood of Vol is the perfect example. Now, maybe the gods are real and something like the Traveler is just messing with the followers of The Blood of Vol by making them think their powers come from themselves, but their entire religion is built around the idea that they are the source of divine power. And they have priests who pray to themselves and are able to heal and use divine magic. You also have the Silver Flame, which is a literal inferno of Divine Magic on the mortal plane. Seemingly powered by either an ascended mortal or just the faith of the followers
Now, this does depend on some specific examples, but we've gotten to a specific setting and place. If we are dealing with a Fighter who is a devout follower of the Blood of Vol... I'd be EVEN MORE likely to have this work in a desperate gamble, because now it isn't a matter of whether or not a real entity heard them, but whether or not their faith in miracles is strong enough to move the world.
I find Eberron actually the perfect example of why this sort of thing can work, because in Eberron there is a real argument that Divine Magic isn't special in anyway. You don't need to study, you don't need to pray. You need to BELIEVE. And I think the setting is full of people who have reported divine miracles happening in desperate times. The question isn't "does this happen?" but "Does this happen because of the people or does this happen as an intervention of the Gods?"
What literature are you thinking of? Most of the fantasy I read healing is either D&D inspired or is not prayer based. Wheel of Time magical healing is just magic, no prayers involved, for example.
Most Medieval and Christian texts. Tons of old medieval stories and even renaissance stories have this happen. Person has no magical powers, ends up in a desperate situation, boom, divine intervention.
And settings like Wheel of Time lack gods, or in the case of... What was Sparhawk from... The Elenium and the Tamuli by Eddings, in that setting there is no such thing as Magic that DOESN'T come from divine beings. At least not that I remember. All magic was divine magic.
DnD is very unique in being a setting that has explicit divine magic from the gods that is utterly separated from the arcane magic of wizards and other magic-users. Most fantasy literature everything is either one or the other.
A couple things going on here. D&D is big and sprawling with a lot of mechanics and considerations. It is easier to judge on the fly a natural reaction to a social interaction or a physical capability that has familiar real life reference than to judge a reasonable magical effect that is balanced in an open ended magic system. It is easier to use magical mechanics as specific discrete defined effects. In the middle of combat where quick resolution for pacing is important it can slow you down if you have to make an open ended power adjudication. Even if you use say action movie logic for resolving physical things instead of real world physics, that is easier to judge than magical reality defying effects. Magic and powers have implications and it is harder to think through open ended ones than discrete powers. There are story considerations, world logic implications, game power implications.
From the player side, discrete effects can be used and relied upon. Open ended stuff is open to DM vagaries, possible favoritism, and things turning out significantly differently than a player expects or wants.
There are also matters of individual taste as to how fantastic their games are. Is it real world with some discrete magic? High magic? Fairy tale bendable world rules? Is magic a sharp defined tool or an art.
Also this is touching on prayer, so there are some emotions for some in dealing with it as a topic.
Some of this stuff I just don't think applies. Like "world logic" problems come up all the time in DnD. This isn't unique in that. Game Power is, like we said, minimal.
Now, I do agree that there is a risk of allowing this once, but then not again, and players feeling like that isn't fair. But I think if you talk to them about it, explain that this was once and that they can't expect it to happen again, then that is far less likely to occur.
Getting late and I'm trying to catch up on the thread, so I'll leave it there.