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*Dungeons & Dragons
Worlds of Design: RPG Gods - Benign or Malign?
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<blockquote data-quote="Helldritch" data-source="post: 8732793" data-attributes="member: 6855114"><p>So... make thw gods more defined and proactive in your games. Make being a cleric a very important choice. When a cleric wants to multiclass in some other classes in my games, the god will communicate with the cleric. It will ask why. Why does the power I give you is not sufficient? Why do you leave me? Don't you fear that your new focus will drive you away from me? </p><p></p><p>All these will be asked and the cleric will have to have good answers. This maybe why I do not get paladins going warlock. A diety will not accept that one of its faithful serve an other master. The same goes with the warlock that would like to go cleric or paladin. A patron will not share allegiance with his "minion(s)". </p><p></p><p>A warlock will make a pact with some other power in exchange of something. Just like a cleric and paladin will devote themselves to a deity. Note that there are no philosophical clerics or paladins in any of my campaigns. Even in Eberron the philosophical.faiths are backed up by some form of deity. Then again, most of my players do not like Eberron, too steam punk for them... </p><p></p><p>It maybe why I fo not have problems with multiclassing as the patron of a warlock will ask questions and will be clear that the warlocks power.moght be denied IF the warlock goes some class with a god to back him/her up. Patrons are very allergic to shared allegiance and much prefer the warlock to be fully under its controled indenture for power. The same goes with divine classes save a few exceptions. Druids and rangers are notable because they follow a broader concept of nature. It explains why that unlike the paladin, the ranger has known spells and not the whole spell list. </p><p></p><p>I know that at some table this would be viewed with character building inference from the DM, but I must point out that this has been voted upon and accepted by all players. We view this as a necessary mean to enhance the immersion in the world. We like to have our supernatural being involved a bit more than power providers. It gives them purpose and a definite taste that is missing in many campaigns. We strongly believe in what you chose as a character can and will have repercussion on him/her. For good or bad, the gods and supernatural patrons are there and they want exclusivity.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8732793, member: 6855114"] So... make thw gods more defined and proactive in your games. Make being a cleric a very important choice. When a cleric wants to multiclass in some other classes in my games, the god will communicate with the cleric. It will ask why. Why does the power I give you is not sufficient? Why do you leave me? Don't you fear that your new focus will drive you away from me? All these will be asked and the cleric will have to have good answers. This maybe why I do not get paladins going warlock. A diety will not accept that one of its faithful serve an other master. The same goes with the warlock that would like to go cleric or paladin. A patron will not share allegiance with his "minion(s)". A warlock will make a pact with some other power in exchange of something. Just like a cleric and paladin will devote themselves to a deity. Note that there are no philosophical clerics or paladins in any of my campaigns. Even in Eberron the philosophical.faiths are backed up by some form of deity. Then again, most of my players do not like Eberron, too steam punk for them... It maybe why I fo not have problems with multiclassing as the patron of a warlock will ask questions and will be clear that the warlocks power.moght be denied IF the warlock goes some class with a god to back him/her up. Patrons are very allergic to shared allegiance and much prefer the warlock to be fully under its controled indenture for power. The same goes with divine classes save a few exceptions. Druids and rangers are notable because they follow a broader concept of nature. It explains why that unlike the paladin, the ranger has known spells and not the whole spell list. I know that at some table this would be viewed with character building inference from the DM, but I must point out that this has been voted upon and accepted by all players. We view this as a necessary mean to enhance the immersion in the world. We like to have our supernatural being involved a bit more than power providers. It gives them purpose and a definite taste that is missing in many campaigns. We strongly believe in what you chose as a character can and will have repercussion on him/her. For good or bad, the gods and supernatural patrons are there and they want exclusivity. [/QUOTE]
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