Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
The only one that's kinda close is maybe:
"Players shouldn't be bound to their powers through religion and gods. 5e took a step in the right direction and replaced that out of date idea"
I can't see what's so terrible about rules trying to be more setting-agnostic. Heck, even Clerics in D&D don't always get their power from a god back in 2E, so I'm not sure what's so terrible about some Paladins not doing so.
That would be because those posts themselves are remarking about the theme of the entire thread being about Paladins not having deities and the people suggesting they shouldn't. If you want the specific posts saying 'gods suck' go back and find those yourself I'm not digging beyond the last two threads to do that for you. You have majora in this very thread confirming that very thing.
I know you can't see it that's the entire problem. Not sure what you're smoking and when it comes to not being able to read the very 5e rules you claim to love so much, you should probably pass that to someone else. But again let me help.
"As you create a cleric, the most important question to
consider is which deity to serve and what principles you
want your character to embody, Appendix B includes
Iists of many of the gods of the multiverse, Check with
your DM to learn which deities are in your campaign.
Once you've chosen a deity, consider your cleric's
relationship to that god, Did you enter this service
willingly? Or did the god choose you?"
"Clerics are intermediaries
between the mortal world
and the distant planes of the gods".
Yes a cleric ALWAYS gets their power from a god.
https://darksun.fandom.com/wiki/Cleric
"On Athas, clerics draw their magical energy directly from one of the four elemental planes: earth, air, fire, or water; not from any manner of deity."
Maybe they always have to in 5E, was this changed by the pro-god fanatics, always trying to get gods into D&D? No, lol.
Hahah we aren't talking about settings we're talking about the core rules. Dark sun while I enjoy it is like bottom of the list when it comes to settings. There are plenty of one off settings that handle different classes and races differently but guess what? They have lore that explains the reasoning behind them.
Here's the 2E description for you as well:
"The priest is a believer and advocate of a god from a particular mythos. More than just a follower, he intercedes and acts on behalf of others seeking to use his powers to advance the beliefs of his mythos." "They can cast spells, primarily to further their god's aims and protect it's adherents.
Arthas and Dark sun are specific environments where it's explicit as to why the gods don't exist. Like it goes into specific details for that. Clerics have been tied more so to gods than any class including Paladins.
Yep and I think the older you get in terms of the versions you go back to the more closely tied gods are to the classes and the world in general. At least that's the case for the core rules.
Glad that's been cleared up and we've circled back 'round to the point I made in my prior post.
Oaths work mechanically in Forgotten Realms, Dark Sun or Eberron - they can swear an Oath to a god, or to something else, and the underlying mechanics work the same.
The decision to require them to have a deity or not is for your rp'ing flavor.
As far as BG3 is concerned, Larian has already shown us a Paladin of Tyr, so we know that they are down with OPP.
As to why the option to choose a deity isn't available for Paladins (or any non-Clerc for that matter) we can only speculate about.
My speculation is that it has something to do with writing/voicing additional dialog lines.
That's the point.
^ Oh and with Dark Sun care to guess where the clerics get their powers from? The very same thing that's been suggested for the Paladin [it's not divinity]. Again people here aren't asking for much they just don't want it to be stupid. Power cuz promise is stupid. Separating a Cleric or Paladin from their god while still giving them access to divine powers where it's specifically stated the divine powers can only come from divine beings is also stupid.
We've been saying it was setting specific for days now. But people still kept coming in here, citing details from completely different settings, or misinterpreting the rules as written in the player's handbook.
However divine magic works in other settings does not apply to Forgotten Realms. However divine magic works in your home brew campaign does not apply to the Forgotten Realms.
Divine magic in the Forgotten Realms must come from a deity, or an entity who is close enough in power to a deity to function as one (such as Demon Lords and Arch Devils).
You do not gain access to divine magic just because you believe in something hard enough, at least not in the Forgotten Realms setting.
Why would anyone read your posts? You don't even seem to know much about D&D at all.
Oops.
But anyway, it was more about the CONTENT. If you're going to quote them while posting unrelated nonsense, don't bother. It's rather silly to say "No, you're wrong" and then write an entire post that is just restating what I just said.
Haha there is no oops. That is a factual statement in every single version of the core rules.