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#1 |
Lord Ao
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Location: San Antonio, Texas, USA
Age: 54
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I have been batting around this idea for a new campaign world for months, but am finally wanting to write it all out and get things working on it. Here is the basic premise.
There are no gods. Instead, clerics worship the philosophies of good, evil, law, and chaos (these four factors tend to polarize things in the D&D universe, so it would make sense that these philosophies, without the influence of gods, would gather enough faith/power to provide spells to clerics). Druids and rangers worship the force of nature (leaving them essentially unchanged). The idea I toyed with is that there once were gods, but this is ages after the big war between them and their enemies, leaving no survivors (similar to the final battle in Norse mythology). Such things as demons, celestials, etc. still exist, so my justification is that they are survivors of that battle, living on the other planes. However, the clerical concept raises some issues in my mind:
Thank you in advance for any posts.
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#2 |
Vampire
![]() Join Date: January 29, 2003
Location: Sweden
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1. If these philosophies are strong enough to grant spells to clerics then one can argue that they (the philosophies) almost have been given life on their own by their worshippers. Perhaps not your average Forgotten Realms diety but some kind of entity, a "living" symbol of that very philosophy. That's how some people in real life choose to view God or a pantheon of gods/godesses. Either that or the power of the clerics really comes from within him and is "awakened" by the worshipping.
2. Is there, besides power, any differenses between a mortal and a diety in D&D. Is there some kind of threshold one must pass, some kind of requirement to become a diety and who decides that? Even if the extra-planar beings wouldn't be able to ascend to godhood they would, if they were worshipped, basically take the place of the old gods. It's sounds a bit strange that the power of the faith gets funneled to a philosophy instead of the EP being when it is they who are worshipped. A lot of power seems to be going to the philosophies and as such they are a bit vague as to what they really are. If you put much effort and time into worshipping it would be long before people would put faces on the philosophies and perhaps directly connect them to the EP beings. New "gods" would arise from this. 3. You could use designators to certain spells but if evil clerics can't cast healing spells etc. and instead concentrate on some more offensive/destructive spells then they become quite different from a good cleric. Whereas the good one would heal and do things that most people associate with the cleric class, the evil would probably have more offensive spells and be more of a divine combat spellcaster like the druid. I don't know about the law/chaos thing but perhaps a chaotic cleric could have access to some confusion and charm like spells that his more lawful collegue wouldn't and the lawful one had access to more protection spells. Hope that this few words has shedded some light on things. [ 07-04-2003, 02:01 PM: Message edited by: Stratos ]
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#3 | ||
Lord Ao
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Quote:
What would evolve would be different philosophical orders, similar to an Eastern feel. Each order would probably have a prestige class (or classes) associated with it. Each one would probably have several domains associated with it, along with a favored weapon (or weapons) for that order. Thus, it would act almost like its own religion, with its own "interpretation" on how that philosophy would best be served. Quote:
The lawful and chaotic clerics are a sticky point. It would make sense that they have granted abilities instead of extra spell slots. I think charm and compulsion spells would fall more on the lawful side, while spells that protect against such effects (and confusion spells) would fall on the chaos side. That still does not help much with the paladin. The cleric is a minor overhaul, while the paladin is a major one. Thanks, Statos! That does help a lot! [img]smile.gif[/img]
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#4 |
Ironworks Moderator
![]() Join Date: June 27, 2001
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Actually, I have a 2nd edition D&D book somewhere in which they talked about priests that venerated phisolophies, just as you suggested, and it worked out well.
Maybe it was the priest's handbook, I don't remember.
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#5 | |
Lord Ao
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Quote:
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#6 |
Lord Ao
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Hate to revive the old thread, but I have been working on this between my hectic schedule (work has been nasty lately). Here is what I have decided to do with lawful and chaotic clerics:
Lawful: Instead of turn undead, they have the supernatural ability to bestow a -2 divine penalty to Will saves to all enemies in a 60' burst. There would be no saving throw, it would last for 3 rounds + 1 round/5 class levels, and would be usable a number of times per day equal to 3 + Charisma modifier. Instead of spontaneous casting cure spells, they can spontaneously cast the following spells at the appropriate level: 0-Guidance (instead of Cure/Inflict Minor Wounds) 1-Command (instead of Cure/Inflict Light Wounds) 2-Hold Person (instead of Cure/Inflict Moderate Wounds) 3-Invisibility Purge (instead of Cure/Inflict Serious Wounds) 4-Discern Lies (instead of Cure/Inflict Critical Wounds) Chaotic: Instead of turn undead, they have the supernatural ability to bestow a +2 divine bonus to Will saves to all allies (including the cleric) in a 60' burst. It would last for 3 rounds + 1 round/5 class levels, and would be usable a number of times per day equal to 3 + Charisma modifier. Instead of spontaneous casting cure spells, they can spontaneously cast the following spells at the appropriate level: 0-Resistance (instead of Cure/Inflict Minor Wounds) 1-Random Action (instead of Cure/Inflict Light Wounds) 2-Remove Paralysis (instead of Cure/Inflict Moderate Wounds) 3-Dispel Magic (instead of Cure/Inflict Serious Wounds) 4-Freedom of Movement (instead of Cure/Inflict Critical Wounds) Please note that I have not received the 3.5 books yet (I have them on order), and I am aware that they added new spells for the clerics to spontaneously cast (mass healing spells; I would alter the lists based on those changes when received). What do you think about the above? However, I have no idea with the paladin/blackguard/etc. Essentially, I will have 4 "holy warrior" classes as standard (not prestige) classes (thinking of keeping Paladin for good and Blackguard for evil, and naming the lawful ones Justicars and chaotic ones Anarchs). The detect opposite alignment and the smite opposite alignment abilities will remain the same, since they make sense, as will Divine Grace (named differently for each class, probably). The turn undead would be the same as a cleric of the appropriate alignment (with the lower level, of course); lawful and chaotic see above. However, what to do with Aura of Courage, Lay on Hands, Divine Health, Remove Disease, and Special Mount? I think I am going to remove the Special Mount (defined as a gift from the gods, which do not exist in this game) and lowering both alignment restriction (just be the appropriate alignment (good, evil, lawful, or chaotic)) and allow them to multiclass freely. I would think each would have a specific Aura ability, but what? And the other abilities? The Paladin would be simple enough, but the others are tougher (converting Blackguard to full 20 level class and creating lawful and chaotic paladins). Any suggestions?
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[img]\"ubb/noncgi/smiles/new/ghoul.gif\" alt=\" - \" /><br /><br />\"The middle class pays all of the taxes, does all of the work.<br />The lower class exists just to scare the middle class.\"<br />-George Carlin |
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#7 |
Ironworks Moderator
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Interesting.
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#8 |
Beholder
![]() Join Date: March 4, 2001
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First of all i must personally say i really dont like the concepts of good evil law and chaos at all in DnD
having said that i do think it's possible to build a campaign with these forces instead of gods. Clerics instead of gaining power from worshipping gods, could gain power directly from the positive or negative energy plane. Normal humans would follow clerics they think are powerfull or because they agree with the cleric's stand in the battle of good and evil. That would be your religion The classes wouldnt have to be changed much, but i do agree that you should restrict access to positive and negative energy based on allignment
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#9 |
Manshoon
![]() Join Date: November 15, 2002
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About the spells used by the different philosophies:
Why not use a "heroes of might and magic IV" type spell system. Imagine Schools (or spheres in this case) of spells that are shared by the various philosophies. Good/evil or Chaos/Lawful would not share spells but Good/lawful could share the healing spells and Chaos/evil the destruction spells. Maybe you could create 8 shools: four shared and four unique? Or just four Speres (I should stop using "Schools" when talking about priestly magic) where any philosophy is prohibited from using the opposite sphere? Typical Lawful/Chaos type spell would be things like calm or enrage humanoids (ooh, Morrowind reference) or clarify/obscure. About the paladins: A chaos paladin could be a thieving character. Bit like the religion of Mask perhaps? While lawful paladins are more in the direction of the inquisition. Important for these classes is the indifference to good or evil. For them it is not a considiration. Lawful should mean strict and following the rules. And I mean the letter, not the spirit, of laws, rules and regulations. As you point out in 3, I think the restrictions should be loosened. The only important aspect of a paladin is his "goodness" for a Chaos paladin only his "chaoticness" (is this a word? Don't think so). A paladin has to be good, no matter whether he is chaotic/neutral/lawful. About the EP beings: Maybe they like a philosophy and decide to further its cause by guiding the believers. Or they just like the influence they can get by guiding these mortals? And maybe a bit of divine power? I agree with Stratos that if the philosophy is strong enough, the difference between it and a religion/deity disappears. The only question that remains is whether there is some sort of incarnation of the philosophy. Maybe the EP beings can act as avatars? Man, these posts get long. Feels a bit like ranting. ![]() ![]()
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#10 |
Beholder
![]() Join Date: March 4, 2001
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However, I have no idea with the paladin/blackguard/etc. Essentially, I will have 4 "holy warrior" classes as standard (not prestige) classes (thinking of keeping Paladin for good and Blackguard for evil, and naming the lawful ones Justicars and chaotic ones Anarchs). The detect opposite alignment and the smite opposite alignment abilities will remain the same, since they make sense, as will Divine Grace (named differently for each class, probably). The turn undead would be the same as a cleric of the appropriate alignment (with the lower level, of course); lawful and chaotic see above. However, what to do with Aura of Courage, Lay on Hands, Divine Health, Remove Disease, and Special Mount? I think I am going to remove the Special Mount (defined as a gift from the gods, which do not exist in this game) and lowering both alignment restriction (just be the appropriate alignment (good, evil, lawful, or chaotic)) and allow them to multiclass freely. I would think each would have a specific Aura ability, but what? And the other abilities? The Paladin would be simple enough, but the others are tougher (converting Blackguard to full 20 level class and creating lawful and chaotic paladins). Any suggestions?
================================================== ================================ I think you should turn the Blackguard into a whole new class (take the paladin class and the blackguard prestige class as reverance) and make it possible to switch between those (like a fallan paladin who can become a blackguard with extra bonusses) A good lawfull character would be a Samurai, who follows the exact codes set by the court of law. another possibility of law character is a monk, but i think a monk doesnt really fit in witha blackguard and a paladin. possible chaos characters could be a bard or an swashbuckler fighter/rogue kinda class
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