Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Human vs. Superhuman
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aaron L" data-source="post: 8269895" data-attributes="member: 926"><p>PCs in D&D were meant to represent Heroes in the Classical Greek sense of the term, which meant something more like <em>Übermensch </em>than does the modern meaning of the term "hero." </p><p></p><p>(Go read the entry for <a href="https://en.wikipedia.org/wiki/Greek_hero_cult" target="_blank">Greek Hero Cult</a> on Wikipedia for some fascinating possibilities to include in your games, and to get a better understanding of where the idea of <em>Hero Deity Cults, </em>such as that of <em><strong>Kelanen, Prince of Swords</strong></em>, came from in Greyhawk. <em>Hero Cults</em> could <em>easily </em>start rising up around mid- to high-level PCs as people follow their exploits and start considering them heroes of legend, and this was how the path to Divinity worked in 1st Edition, starting with a Hero Cult forming around a character.)</p><p></p><p>A Classical Greek was someone who was able to rise above the common rabble of humanity by dint of their superior physical abilities, wits, cleverness, and/or ingenuity, and divinely-bestowed supernatural luck and endurance (such as Heracles, Jason, and Perseus.) Even a mere 1st level Fighter was far above common humanity, and high-level Fighters could take on entire armies by themselves with the Sweep ability, allowing them to take one attack per level per round against creatures with less than one full Hit Die, such as Goblins, Kobolds, and 0-Level Humans... including common men-at-arms. That meant a 10th level Fighter could wade into an army, which would be almost totally composed of 0-Level men-at-arms, and take out 10 each round (Captains, Lieutenants, and Serjeants were made of sterner stuff and could not be Swept, having actual Fighter levels of 5th-8th 2nd-3rd, or 1st level respectively, and were each able to command a certain number of men-at-arms, being 12 per level, 10,per level, or just 10, respectively. A 10th level Fighter could wipe out a Serjeant's entire squad in a single round, but then require a full round to deal with just the Serjeant himself.) </p><p></p><p>That was why there was a spot for Patron Deity on 1E character sheets, because it was assumed that all PCs had a divine Patron (or a tutelary spirit in Ancient Greek terms) that bestowed upon them the majority of their Hit Points and the like. The 1st Edition Dungeon Master's Guide explained that this was a how even a mid-level Fighter could have more Hit Points than a warhorse even though the Fighter would obviously not have more mass than a horse. As the DMG explained, this was because all but a few HP representing the PCs actual physical mass health were divinely-bestowed stamima. It didn't matter if the PC actually worshiped the deity (being a member of the deity's Cult in ancient Greek terms); so long as a character had a corresponding <em>Alignment </em>then he would be furthering the deity's agenda, and the deity would empower him to further its aims and goals. </p><p></p><p>Because in 1st Edition the deity's were creatures of <em>Alignment </em>and served the <em>Alignments</em>, which were actually recognized in-universe as divine politico-religious philosophical institutions, rather than just being abstract game-mechanics, and every Paladin knew that he followed the <em>Lawful Good</em> <em>Alignment </em>and spoke the <em>Lawful Good Alignment Tongue</em>, which was a quasi-divine, semi-magical philosophical cant that he was taught as part of his Paladin training (think how <em>Latin </em>was used in the Medieval Catholic Church, except also being under actual direct divine control such that knowledge of the tongue could actually be divinely stripped from the mind of a character that changed Alignment.) Alignments in 1E weren't just behavioral descriptors, they were actual religio-philosophical concepts and supra-divine forces that characters swore allegiance to.)</p><p></p><p>(Sorry for the extra long essay, but I absolutely <em><strong>love </strong></em>the old concepts behind<em> Alignment </em>and <em>Alignment Languages</em>.)</p></blockquote><p></p>
[QUOTE="Aaron L, post: 8269895, member: 926"] PCs in D&D were meant to represent Heroes in the Classical Greek sense of the term, which meant something more like [I]Übermensch [/I]than does the modern meaning of the term "hero." (Go read the entry for [URL='https://en.wikipedia.org/wiki/Greek_hero_cult']Greek Hero Cult[/URL] on Wikipedia for some fascinating possibilities to include in your games, and to get a better understanding of where the idea of [I]Hero Deity Cults, [/I]such as that of [I][B]Kelanen, Prince of Swords[/B][/I], came from in Greyhawk. [I]Hero Cults[/I] could [I]easily [/I]start rising up around mid- to high-level PCs as people follow their exploits and start considering them heroes of legend, and this was how the path to Divinity worked in 1st Edition, starting with a Hero Cult forming around a character.) A Classical Greek was someone who was able to rise above the common rabble of humanity by dint of their superior physical abilities, wits, cleverness, and/or ingenuity, and divinely-bestowed supernatural luck and endurance (such as Heracles, Jason, and Perseus.) Even a mere 1st level Fighter was far above common humanity, and high-level Fighters could take on entire armies by themselves with the Sweep ability, allowing them to take one attack per level per round against creatures with less than one full Hit Die, such as Goblins, Kobolds, and 0-Level Humans... including common men-at-arms. That meant a 10th level Fighter could wade into an army, which would be almost totally composed of 0-Level men-at-arms, and take out 10 each round (Captains, Lieutenants, and Serjeants were made of sterner stuff and could not be Swept, having actual Fighter levels of 5th-8th 2nd-3rd, or 1st level respectively, and were each able to command a certain number of men-at-arms, being 12 per level, 10,per level, or just 10, respectively. A 10th level Fighter could wipe out a Serjeant's entire squad in a single round, but then require a full round to deal with just the Serjeant himself.) That was why there was a spot for Patron Deity on 1E character sheets, because it was assumed that all PCs had a divine Patron (or a tutelary spirit in Ancient Greek terms) that bestowed upon them the majority of their Hit Points and the like. The 1st Edition Dungeon Master's Guide explained that this was a how even a mid-level Fighter could have more Hit Points than a warhorse even though the Fighter would obviously not have more mass than a horse. As the DMG explained, this was because all but a few HP representing the PCs actual physical mass health were divinely-bestowed stamima. It didn't matter if the PC actually worshiped the deity (being a member of the deity's Cult in ancient Greek terms); so long as a character had a corresponding [I]Alignment [/I]then he would be furthering the deity's agenda, and the deity would empower him to further its aims and goals. Because in 1st Edition the deity's were creatures of [I]Alignment [/I]and served the [I]Alignments[/I], which were actually recognized in-universe as divine politico-religious philosophical institutions, rather than just being abstract game-mechanics, and every Paladin knew that he followed the [I]Lawful Good[/I] [I]Alignment [/I]and spoke the [I]Lawful Good Alignment Tongue[/I], which was a quasi-divine, semi-magical philosophical cant that he was taught as part of his Paladin training (think how [I]Latin [/I]was used in the Medieval Catholic Church, except also being under actual direct divine control such that knowledge of the tongue could actually be divinely stripped from the mind of a character that changed Alignment.) Alignments in 1E weren't just behavioral descriptors, they were actual religio-philosophical concepts and supra-divine forces that characters swore allegiance to.) (Sorry for the extra long essay, but I absolutely [I][B]love [/B][/I]the old concepts behind[I] Alignment [/I]and [I]Alignment Languages[/I].)[B][I][/I][/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Human vs. Superhuman
Top