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Why FR Is "Hated"
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7154537" data-attributes="member: 6802951"><p>The divine entity in the setting might be infinite, but the DM is the arbiter of the setting, and the non-player beings in it. If the divine gets involved in the game, it will be the DM making the decisions as to what happens.</p><p></p><p> That might be true for one monotheistic setting. Others might be built off different assumptions as to the motivations and capabilities of the divine and their behaviour.</p><p></p><p>A monotheistic campaign setting would actually be quite interesting. It would be intriguing how it would have developed. The other settings at least can take their cue from real-world history and cultures as a starting point, but a truly monotheistic setting built on D&D assumptions could be pretty unusual. Do you currently run such a setting?</p><p></p><p> It is already up to the player to decide the spirituality of their character. Even if they want to worship a deity that doesn't exist in the particular setting the game is in, there is usually a pretty close match available. Or just none.</p><p></p><p>The only thing that I would flat-out ban in terms of character spirituality is a character explicitly following a current real-world religion. Not only does it have no place in a D&D world, I believe it would be too disruptive.</p><p></p><p> Heck, I wouldn't/couldn't force a straight character to play a straight character etc either. Even sexless characters like warforged can develop gender identities and orientations.</p><p></p><p> Yep. If that player insisted on wanting to play a cleric I'd point them to the deities in the 5e PHB that aren't gods. If none of those clicked, its hardly difficult to reflavour to an alternative power source: just riff off the domain that the player wanted their cleric to have if needs be.</p><p></p><p> There needs to be some setting assumptions in the rules, which might require change for other settings. </p><p>For example the default D&D setting is generally set around a medieval-renaissance ish technology level (but without gunpowder). A setting set in a more modern era will have to change some rules.</p><p>Generally it isn't much more effort to write how the setting is different to another similar one, compared to writing what the setting is like in the first place. Often less if it has some things in common.</p><p></p><p> Is it the crunch or the fluff that renders it unusable to you? Other than (perhaps) allowing clerics to be of any alignment, which actual rules enforce polytheism?</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7154537, member: 6802951"] The divine entity in the setting might be infinite, but the DM is the arbiter of the setting, and the non-player beings in it. If the divine gets involved in the game, it will be the DM making the decisions as to what happens. That might be true for one monotheistic setting. Others might be built off different assumptions as to the motivations and capabilities of the divine and their behaviour. A monotheistic campaign setting would actually be quite interesting. It would be intriguing how it would have developed. The other settings at least can take their cue from real-world history and cultures as a starting point, but a truly monotheistic setting built on D&D assumptions could be pretty unusual. Do you currently run such a setting? It is already up to the player to decide the spirituality of their character. Even if they want to worship a deity that doesn't exist in the particular setting the game is in, there is usually a pretty close match available. Or just none. The only thing that I would flat-out ban in terms of character spirituality is a character explicitly following a current real-world religion. Not only does it have no place in a D&D world, I believe it would be too disruptive. Heck, I wouldn't/couldn't force a straight character to play a straight character etc either. Even sexless characters like warforged can develop gender identities and orientations. Yep. If that player insisted on wanting to play a cleric I'd point them to the deities in the 5e PHB that aren't gods. If none of those clicked, its hardly difficult to reflavour to an alternative power source: just riff off the domain that the player wanted their cleric to have if needs be. There needs to be some setting assumptions in the rules, which might require change for other settings. For example the default D&D setting is generally set around a medieval-renaissance ish technology level (but without gunpowder). A setting set in a more modern era will have to change some rules. Generally it isn't much more effort to write how the setting is different to another similar one, compared to writing what the setting is like in the first place. Often less if it has some things in common. Is it the crunch or the fluff that renders it unusable to you? Other than (perhaps) allowing clerics to be of any alignment, which actual rules enforce polytheism? [/QUOTE]
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