|
|
|
|
|
#1 | ||||
|
Join Date: May 2015
|
Quote:
We played decades of adventures on Cidri and I don't recall anyone ever encountering a ghost. Quote:
Quote:
Quote:
Mainly I think the absence of specified religious details is cool because of the space it leaves for GMs to do whatever. And, I like the absence of the D&D-spawned convention of priests as healers and/or undead-banishers with spells. |
||||
|
|
|
|
|
#2 | |
|
Join Date: Dec 2017
Location: behind you
|
Quote:
__________________
Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
|
|
|
|
|
|
#3 | |
|
Join Date: Jan 2018
Location: Sydney, Australia
|
Strongly agree. Anyone who thinks an afterlife exists in Cidri should be asked to provide a source.
Quote:
The flip side of this is what the god doesn't do, or his weaknesses, if any. Jesus may be powerful but you can't expect him to stab someone for you, he just doesn't do that. Those same restrictions might apply to his priests, or at least some of them, or at least to their magic. The most superficial version of the D&D cleric has been done to death but a more general version of the idea may still have value. It could probably be implemented by having a god pick several powers from a menu. |
|
|
|
|
|
|
#4 | |
|
Join Date: May 2015
|
Quote:
Also, there are/were Christian miracle healers, though they tend to be a few specific saints or shrines or faith healers or charlatans, rather than relatively common priests or mace-wielding fighters. But I also quite like game settings like TFT where although many have faith and so religion may have great social, economic, and power-political effects, whether there are any actual god-related magic powers that aren't like spells/potions/enchantments or faith effects is a GM secret that PCs need to discover or have or get the right background to discover. And I also like it when a GM homebrews a setting and invents original interesting magic cosmologies, especially when they do something that isn't just a remix of the D&D-based model where they're just another list of class-based powers balanced against other PC classes' powers. |
|
|
|
|
|
|
#5 |
|
Join Date: Dec 2017
Location: behind you
|
Yep. I've given up and gone back to the role-playing / religion-design approach. Learning and using magic is by the book (ITL). If your religion has an affiliation with magic, then you've got another source for learning spells and buying magic items aside from the ones listed in ITL.
A beginning character cannot start with either Priest or Theologian talents. They will have to earn those talents through role-play within their religion. The top-ranking NPCs in the religion must offer the status to you or approve your application for those statuses. Priest will have the stated role-playing effects plus you _may_ be able to use it as a "job" to earn a wage as appropriate and available within the local group of your religion. A bonus will be applied toward favorable reactions when dealing with your religious brothers and sisters. Likewise, a penalty to reactions might be applied if you haven't been obeying the tenets and customs of your faith. Theologian will have the same but slightly more pronounced effects of Priest. Better chance of earning a wage for performing duties. Slightly higher wage. Slightly higher bonuses and penalties to reactions. Some religions might require learning their "religious tongue" before you can be ordained. Some of those might require Literacy as well. Some religions might require you to learn certain spells before being ordained. Some might ban certain spells, magic or normal items, etc. New spells will be created as/if needed/desired (RPG business as usual). What I would like to see (get help with) is designing or fleshing out the workings of the religions listed in ITL. Fleshed out in manner similar to how the Wizard's Guild is fleshed out. Do they teach spells? Which spells and what is the price of this service? Do they ban spells? Which ones? Tithing? Do they sell magic items? Which ones and how much do they cost? Are there weapon and armor restrictions? Perhaps these questions are mostly irrelevant in a broad sense for the major religions but are there small, local sects/order/denominations within the major religions where these questions have more relevance. At present, that would seem like a good approach for fleshing out the religious aspects of a new campaign -- to outline some of these smaller sub-groups within one of the major religions for that old-fashioned cult-y feel.
__________________
Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. Last edited by platimus; 11-27-2018 at 05:17 PM. |
|
|
|
|
|
#7 |
|
Join Date: Dec 2017
Location: behind you
|
What about them? Where's the problem?
__________________
Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
|
|
|
|
|
#8 | |
|
Join Date: Sep 2018
Location: North Texas
|
Quote:
I still have the same challenge, however, in that the talents really need some kind of in-game benefit (beyond job qualification and societal prestige) to justify choosing the priestly path. I guess it comes back to the original question "why do priests exist?"... not in the context of their broader role in the campaign setting, but in the more specific context of the adventuring player character. What is their function in the party?
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
|
|
|
|
|
|
#9 | ||
|
Join Date: Dec 2017
Location: behind you
|
Quote:
Quote:
__________________
Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
||
|
|
|
|
|
#10 | |
|
Join Date: Sep 2018
Location: North Texas
|
Quote:
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
|
|
|
|
![]() |
|
|