Known Clerics of the Realm
Jul 9, 2018 20:08:26 GMT -5
Admin Pete, mormonyoyoman, and 2 more like this
Post by ripx187 on Jul 9, 2018 20:08:26 GMT -5
Clerics. (sigh) I've noticed a trend in fiction to mitigate these guys too. I honestly can't tell you the last fantasy book that I've read that had a true, spell casting cleric in it. Maybe that says something about society?
BITD I enjoyed playing them, but I never played them as spell casters. They were fighters to me, but now I've noticed most players treating them as mages. They keep them in the back and they only come out when there is undead around. I don't get it.
In my current campaign, I just decided to go with it. I created an unpowered and wealthy religious system that is only concerned with keeping the status quo. It is corporate, folks pay honour to statues that represent jobs, and their place in life. The royalty promotes this philosophy in public, but privately they worship a being that they call The Architect. An element of Illuminati or Freemasons secret society that the public scoffs at as just crazy talk.
There is evidence all over the place of an older religion, stone circles and strange patterns are everywhere, this is an old and lost religion. Its practitioners are viewed as servants of the devil and are enemies of mankind. The church would love nothing better than to destroy these circles but they're protected by ancient magics, thus people just built around them. These are the true gods. Gods that date back to the days of high magic.
The mages know about these old gods and study secret books long thought burned by the state religion, but they don't really understand them. The forces which govern the magic are different, they can't cast these spells but they study what is known. Again, if you are caught with any of this you will be burned. Of course, it wouldn't be illegal if nobody was doing it.
The evil aspects and the rage of these gods is played out as well. The State Religion does have a reason to fear. The Druids who act as the eyes and ears of these gods seek only to punish and destroy. A few peaceful folks in the countryside have not given up on mankind, they quietly council and heal and pray that they are not turned in, but they are not the norm.
The players know none of this. They'll find cleric scrolls and holy relics in the ancient dungeons and buried cities. Will anyone be interested in trying to unlock the mysteries of this lost religion as a player character? That isn't up to me.
Maybe the problem with playing clerics is that you serve the DM? All of the other classes can make their own way, but in many campaigns, the cleric is left to kind of serve the setting.
AD&D 2nd Edition really screwed this class up, there are so many spells written up that just don't do anything that it becomes overwhelming. I had players who'd come over to play and spend the entire game just sitting there reading spell descriptions. That isn't fun.
BITD I enjoyed playing them, but I never played them as spell casters. They were fighters to me, but now I've noticed most players treating them as mages. They keep them in the back and they only come out when there is undead around. I don't get it.
In my current campaign, I just decided to go with it. I created an unpowered and wealthy religious system that is only concerned with keeping the status quo. It is corporate, folks pay honour to statues that represent jobs, and their place in life. The royalty promotes this philosophy in public, but privately they worship a being that they call The Architect. An element of Illuminati or Freemasons secret society that the public scoffs at as just crazy talk.
There is evidence all over the place of an older religion, stone circles and strange patterns are everywhere, this is an old and lost religion. Its practitioners are viewed as servants of the devil and are enemies of mankind. The church would love nothing better than to destroy these circles but they're protected by ancient magics, thus people just built around them. These are the true gods. Gods that date back to the days of high magic.
The mages know about these old gods and study secret books long thought burned by the state religion, but they don't really understand them. The forces which govern the magic are different, they can't cast these spells but they study what is known. Again, if you are caught with any of this you will be burned. Of course, it wouldn't be illegal if nobody was doing it.
The evil aspects and the rage of these gods is played out as well. The State Religion does have a reason to fear. The Druids who act as the eyes and ears of these gods seek only to punish and destroy. A few peaceful folks in the countryside have not given up on mankind, they quietly council and heal and pray that they are not turned in, but they are not the norm.
The players know none of this. They'll find cleric scrolls and holy relics in the ancient dungeons and buried cities. Will anyone be interested in trying to unlock the mysteries of this lost religion as a player character? That isn't up to me.
Maybe the problem with playing clerics is that you serve the DM? All of the other classes can make their own way, but in many campaigns, the cleric is left to kind of serve the setting.
AD&D 2nd Edition really screwed this class up, there are so many spells written up that just don't do anything that it becomes overwhelming. I had players who'd come over to play and spend the entire game just sitting there reading spell descriptions. That isn't fun.