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Switch to Forum Live View Stop with the “gods” already
13 months ago  ::  May 24, 2012 - 8:08AM #1
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,395
Stop with the “gods” already.

• Spiritual traditions are a campaign setting decision. NOT a character class decision. The “gods” have nothing to do with the Cleric class.

• Regarding the Cleric character - the Human race description gets it right: “Human lands are a home to mix of people − physically, CULTURALLY, RELIGIOUSLY, politically DIFFERENT”. Notice: Religiously and culturally different. Many (most) humans arent polytheists. But then irritatingly, the Cleric class description gets it wrong: “A Cleric serves the gods”. No. No, a Cleric doesnt. A Cleric can represent any of a spectrum of spiritual traditions: monotheism, polytheism, ancestorism, animism, atheism, and so on, from transcendent to immanent, from idealistic to pragmatic. There are many different kinds of spiritual traditions. Humans are a “mix” − “religiously different”.

• Please, explicitly open the Cleric class upto the full spectrum of human spiritual traditions.
  
• As a player, I dont want to play a polytheistic character. I really really dont. And I strongly resent when WotC forces this kind of fluff on my Cleric character concept.

• Moreover as a DM, it is impossible for me to relate to personifications of spiritual concepts as “monsters with stats” - even if I run a campaign setting where “gods” do exist (like Forgotten Realms). Such monsters are stupid - and misunderstand and misrepresent reallife polytheism - and misrepresent reallife spirituality generally. In an offensive - defaming - way. It is ridiculous to stat Hindu gods for example. This is true for any kind of polytheism.

• It is nonsensical to stat monotheistic traditions. But it is likewise nonsensical to stat other kinds of spiritual traditions. I hope D&D next avoids actual stats for any sacred concept. For example, there are reallife worshippers of Norse gods, Celtic gods, Shinto gods, and so on. Even gods who die in reallife mythology dont really die - they just come to personify certain aspects of death in a dreamlike way. For example, the Norse god Baldr “dies every year” sotospeak during the Jul (Yule). This is because this sacred concept personifies celestial daylight - and related concepts of truth, consciousness, and life - and as daylight “dies” during the Winter Solstice when night is longest. Loki who engineers his death personifies firelight - along with a number of related concepts. It just makes no sense to stat these kinds of principles.

• Godlike “manifestations” by spiritual leaders who are “inspired” by these archetypes seems fine to stat. But not the concepts themselves. It is the community itself that is energizing these manifestations. This can apply whether the community is monotheistic, polytheistic, animistic, whatever.

• The heavy-handed imposition of the “gods” is WORSE than the heavy-handed imposition of the alignments system.

• There are many different kinds of human spiritual traditions. Few of them of have gods.

• In a recent forum, the clear majority of D&D players voted for D&D Next to support Eberron as the highest priority for a campaign setting. This high-priority campaign setting correctly portrays a diversity of different kinds of spiritual traditions. It is stupid to say, Clerics must serve “gods” in the context of this campaign setting. This setting has Clerics, and the Cleric class must acknowledge the existence of Clerics who will not worship “gods” - at all - in any way.

• In the poll, the top Campaign Settings are: Eberron (spiritual diversity ranging from the monotheistic Silver Flame to the ancestoric Elf tradition), Forgotten Realms (polytheism - ancient epics), Ravenloft (veneration of ancestors as undead? funerary cults), Plane Scape (polytheism - personifying the Alignments of the Wheel), Dark Sun (mostly animism). If there is anything D&D offers, it is choice of campaign settings to adventure in. The Cleric class needs to get on board with choice of settings.

• There is a near-100% chance that D&D players will eventually play a campaign setting besides the default setting - if there should even be a default setting. The Cleric class must make sense and be useful for all of the D&D players who use this class else where. The class descriptions must open up to all of these other official and custom and optional campaign settings.

• The D&D tradition clearly supports Clerics that are non-polytheists. 2e and 3e are explicit. For example, the 3e Players Handbook explicitly says, “Not all Clerics worship gods.” Only 4e gets this wrong. And I hate this intrusive anti-choice aspect of 4e. Bring back the D&D tradition of spiritual diversity and choice.

• The part of the Cleric that gets it right is “domains” - archetypes, concepts, values, symbols. Domains yes. The gods no.


STOP WITH THE GODS. JUST STOP.
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13 months ago  ::  May 24, 2012 - 8:28AM #2
Matt_James
Date Joined: Jan 17, 2009
Posts: 709
You're looking at a limited-scope playtest. I am confident the final printing of the rules will be more open, as you suggest. 

Everyone should be reminded that you are not looking at the final rules and fluff of the game. 
Matt James
Freelance Game Designer
Loremaster.org


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13 months ago  ::  May 24, 2012 - 8:39AM #3
Nymerias
Date Joined: Sep 12, 2011
Posts: 80
I have to say I feel like you are getting very worked up over something that isn't that big of a deal.  You are absolutely welcome to define your campagin setting however you like.  If a player comes to your table and wants to play a cleric you can say "hey, here is how religion stands in this campaign, what sounds good to you?" If WoTC were to switch to your model then all the people who prefer it the way it stands will have the cleric they love taken away from them. 

I am also confused as to where you are getting the idea that in the D&D worlds most humans aren't polytheists.  As far as I know they are until you decide to frame your campagin setting differently. 

Plus, all descriptions of anything in D&D has to be taken with a grain of salt, except for the pure mechanics.  The wonder of D&D is that no matter how the developers describe something you can take the base and change the fluff into anything you want.  They are all fantasy worlds, so dream them up however you would like.  Just don't demand that everyone else has to see it your way.
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13 months ago  ::  May 24, 2012 - 8:48AM #4
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,395

May 24, 2012 -- 8:39AM, Nymerias wrote:

I have to say I feel like you are getting very worked up over something that isn't that big of a deal.  You are absolutely welcome to define your campagin setting however you like.



You homebrew your own gods into your own campaign setting. I dont want them.

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13 months ago  ::  May 24, 2012 - 8:48AM #5
teknohippy
Date Joined: Nov 17, 2008
Posts: 76
TLDR: Please put “Not all Clerics worship gods.” in the book somewhere.
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13 months ago  ::  May 24, 2012 - 8:54AM #6
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,395

May 24, 2012 -- 8:48AM, teknohippy wrote:

TLDR: Please put “Not all Clerics worship gods.” in the book somewhere.



Exactly.

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13 months ago  ::  May 24, 2012 - 9:15AM #7
ESeibert
Date Joined: Feb 19, 2011
Posts: 139

May 24, 2012 -- 8:48AM, Haldrik wrote:

May 24, 2012 -- 8:39AM, Nymerias wrote:

I have to say I feel like you are getting very worked up over something that isn't that big of a deal.  You are absolutely welcome to define your campagin setting however you like.



You homebrew your own gods into your own campaign setting. I dont want them.




You sound concerned.

If you don't want it, don't use it.  Demanding that WoTC remove what's been an integral part of the class since day one is a little over the top.

May 24, 2012 -- 8:48AM, teknohippy wrote:

TLDR: Please put “Not all Clerics worship gods.” in the book somewhere.




That's been in every previous edition, don't know why it wouldn't be in the new one. 

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13 months ago  ::  May 24, 2012 - 9:34AM #8
Hipster_Cat
Date Joined: Dec 2, 2011
Posts: 3,786

May 24, 2012 -- 8:48AM, Haldrik wrote:

May 24, 2012 -- 8:39AM, Nymerias wrote:

I have to say I feel like you are getting very worked up over something that isn't that big of a deal.  You are absolutely welcome to define your campagin setting however you like.



You homebrew your own gods into your own campaign setting. I dont want them.




No offence, but how much does this come from your own religious beliefs and practice?

I do not want to belittle your beliefs, but pregen gods are very much welcome by a lot of people. When you are starting to play, you need a lot of direction and fluff. At least from my experience.

République du Plateau, Montréal, Québec
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13 months ago  ::  May 24, 2012 - 9:55AM #9
Jedirock
Date Joined: Sep 17, 2008
Posts: 1
I think it's important to remember that D&D is intended to represent an entire different universe than the one we live in.  In the D&D default universe, many gods do exist and are very much known to the public, and it has been that way for quite some time (in both the history of the default universe and in the actual history of the game).  Should you want to change this, you're more than welcome to, but you are using a homebrew universe then, and not the default D&D universe.  There is a rich history in the chosen deities of D&D and being that they often fight each other, the idea of polytheism is very much at the root of that universe. 

While some of these gods may be based on existing Earth mythology, they are not to be confused with the exact same god people worship here on Earth.  It is a fictional deity based on existing mythos, so WotC's choice to give a god stats does not reflect their opinion of the base Earth god.  Also, as has been pointed out before in existing materials, often you cannot simply kill god by reducing it's HP to 0, they often Discorporate (spelling?) and simply rise again elsewhere, unless your campaign contains homebrew items that allow one to kill a god.

I completely understand that this may seem to be at odds with your current beliefs or spirituality, but please also understand that this is not intended as being a replacement for your particular beliefs, but instead information about a world that does not truly exist.  I've been in many campaigns where they chose to remove most of the gods in the default setting and instead base the world on one or two gods, or have no gods at all.
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13 months ago  ::  May 24, 2012 - 10:16AM #10
baronspam
Date Joined: Jun 13, 2010
Posts: 335
I think the OP is over reacting a bit here.  Every DnD campaign world that I have seen (with the exception of Darksun and its lack of divine magic) assumes that there are pagan/polytheistic dieties, that these dieties are real, and a connection to these dieties is the source of divine magic.  Its pretty basic to the metafiction of the game.  It seems sensible to me that this would be the "default" explanation of how a cleric works.

Also, if in your campaign you want a montheistic relgiion, or a non-theistic religion (sort of like 4th edition's primal power source) go right ahead.  You don't need anyone's permission, you can do it even if it isn't "in the book".   The source of a cleric's powers are just story fluff, feel free to replace the standard fluff if fluff of yoru own choosing.  Its not like someone from WoTC will kick in the door of your game room and tell you that you are doing it wrong.
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