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<blockquote data-quote="pemerton" data-source="post: 7158875" data-attributes="member: 42582"><p>My own view is that, as a game provides options, there is a cost (probably best thought of as a social cost, but in some contexts it might also be a conceptual cost or a completeness cost) to taking those options off the table.</p><p></p><p>So the more the game supports obviously non-monotheistic priests (via domains, for instance) the harder to take them out of the game. (Whether this is a good or bad thing is separate, and not something I have a view on. But I think it's pretty clearly a thing.)</p><p></p><p>What [MENTION=58172]Yaarel[/MENTION] wants to post is his/her business. I think 5e is just continuing a 2nd ed AD&D/3E trend, or providing PC building support for a wider variety of priests than the classic heavily armoured crusader type, who is (in my view) hard to fit into a typical polytheistic context.</p><p></p><p>I'm not sure what you think I'm defending. Judging from the other thread that Yaarel linked to, his/her concern seems to involve wanting to publish a monotheistic homebrew world while drawing on non-SRD, DM's Guild/FR-gated content. That seems like a purely commercial problem to me, and I don't have any sort of view on it. It's not WotC's job to facilitate Yaarel's commercial plans.</p><p></p><p>My posts on this topic have been about two things:</p><p></p><p>(1) Disagreeing with [MENTION=22779]Hussar[/MENTION] that classic D&D implies and supports polytheism in some fashion that is different from its support for monotheism. I think this is focusing too much on Appendix IV and references to gods in the plural, and not enough on the practical difficulties of making classic clerics and paladins works as priests of Poseidon, Aphrodite, Baldur, Isis, etc.</p><p></p><p>(2) Trying to explain - based on reading [MENTION=58172]Yaarel[/MENTION]'s posts - what I think s/he wants a monotheistic game to look like, namely (a) no clerics or distinctive miracle workers, and (b) an approach to resolution that permits the ingame events to be interpreted by the PCs, and by their players at the table who are making sense of the shared fiction, as expressions of divine will and providence made manifest through "ordinary" happenings.</p><p></p><p>As I've already posted, 2(a) is not something of personal concern to me as my fantasy games routinely have distinctive miracle workers. But 2(b) is interesting to me because I think it's a very important element in making play of a truly faithful PC viable (regardless of monotheism vs polytheism), and is something I often see ignored or denied on these boards (eg upthread someone posted that the divine will is always a matter for the GM - well, 2(b) contradicts that!).</p></blockquote><p></p>
[QUOTE="pemerton, post: 7158875, member: 42582"] My own view is that, as a game provides options, there is a cost (probably best thought of as a social cost, but in some contexts it might also be a conceptual cost or a completeness cost) to taking those options off the table. So the more the game supports obviously non-monotheistic priests (via domains, for instance) the harder to take them out of the game. (Whether this is a good or bad thing is separate, and not something I have a view on. But I think it's pretty clearly a thing.) What [MENTION=58172]Yaarel[/MENTION] wants to post is his/her business. I think 5e is just continuing a 2nd ed AD&D/3E trend, or providing PC building support for a wider variety of priests than the classic heavily armoured crusader type, who is (in my view) hard to fit into a typical polytheistic context. I'm not sure what you think I'm defending. Judging from the other thread that Yaarel linked to, his/her concern seems to involve wanting to publish a monotheistic homebrew world while drawing on non-SRD, DM's Guild/FR-gated content. That seems like a purely commercial problem to me, and I don't have any sort of view on it. It's not WotC's job to facilitate Yaarel's commercial plans. My posts on this topic have been about two things: (1) Disagreeing with [MENTION=22779]Hussar[/MENTION] that classic D&D implies and supports polytheism in some fashion that is different from its support for monotheism. I think this is focusing too much on Appendix IV and references to gods in the plural, and not enough on the practical difficulties of making classic clerics and paladins works as priests of Poseidon, Aphrodite, Baldur, Isis, etc. (2) Trying to explain - based on reading [MENTION=58172]Yaarel[/MENTION]'s posts - what I think s/he wants a monotheistic game to look like, namely (a) no clerics or distinctive miracle workers, and (b) an approach to resolution that permits the ingame events to be interpreted by the PCs, and by their players at the table who are making sense of the shared fiction, as expressions of divine will and providence made manifest through "ordinary" happenings. As I've already posted, 2(a) is not something of personal concern to me as my fantasy games routinely have distinctive miracle workers. But 2(b) is interesting to me because I think it's a very important element in making play of a truly faithful PC viable (regardless of monotheism vs polytheism), and is something I often see ignored or denied on these boards (eg upthread someone posted that the divine will is always a matter for the GM - well, 2(b) contradicts that!). [/QUOTE]
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