Post by badger2305 on Feb 23, 2009 10:27:39 GMT -6
So there I was thinking about clerics, gods, and worship. Part of the idea behind clerics is that they are defenders of their faith, right? And the gods do desire worshippers, right?
But where do those worshippers come from? Eventually, Patriarchs get lots of loyal followers, but there's not much there before that. But the idea of having a group of the "faithful" is there.
So clerics might benefit from having some sort of ability to convert people to their faith. In the interests of keeping mechanics simple, I would like to suggest the following:
Conversion: Starting at 4th level, clerics may attempt to convert persons to their faith. This requires a sufficient period of time to converse with, or preach to, a person or group of people, usually 2-5 turns (d4+1). While a friendly audience is favorable, it is not required; even those who are indifferent in their initial reaction are potential converts.
To determine the possibility of conversion, use the "Turning Undead" table in your favorite set of rules. For the purposes of conversion, a cleric is treated as being three experience levels lower than their current rank, e.g. a 5th level cleric is treated as being 2nd level for the purposes of conversion.
To interpret the results, proceed as follows: the cleric converses with a group of listeners. Those of the same alignment as the cleric are treated as 1HD undead (or the lowest sort of undead), while those of different alignments are treated as being two or four levels higher, e.g. a Chaotic audience listening to a Lawful cleric would be treated as having 5HD (or the fifth rank of Undead).
A result of "T" on the table means that the audience is willing to think about the faith of the cleric, and is open to potential conversion (further results of "T" should be eventually treated as "D"). A result of "D" indicates the audience is definitely open to conversion. If a number is given, a roll is made for the cleric. If the roll is made, then the audience is willing to think about the faith of the cleric, as above. Another roll is then made for the number of people so affected. For both the success and number affected roll, a cleric may use their WIS bonus (if any) as a positive modifier.
It is up to the referee to determine how many times are necessary for conversion to the cleric's faith to take place. In areas with many clerics preaching, such as large cities, an audience might be resistant to change, and therefore might be treated as several levels higher or require many more attempts at conversion for this to actually happen. Differences in native language may also contribute, and so on.
Actual use in game play: as is immediately evident, such a system could result in the fantasy equivalent of the Thirty Years' War, if overplayed or abused. What this system is suggested for is determining the relative success of a cleric in attracting personal followers, maintaining their congregation (if charged with such a duty), or acting to spread their faith in new lands. Potential adventure hooks include the following:
I am quite sure there are some referees who would not want to get into this issue at all. However, it may be of use to those wanting to add some depth to clerics and their role in the game world.
What do you all think?
But where do those worshippers come from? Eventually, Patriarchs get lots of loyal followers, but there's not much there before that. But the idea of having a group of the "faithful" is there.
So clerics might benefit from having some sort of ability to convert people to their faith. In the interests of keeping mechanics simple, I would like to suggest the following:
Conversion: Starting at 4th level, clerics may attempt to convert persons to their faith. This requires a sufficient period of time to converse with, or preach to, a person or group of people, usually 2-5 turns (d4+1). While a friendly audience is favorable, it is not required; even those who are indifferent in their initial reaction are potential converts.
To determine the possibility of conversion, use the "Turning Undead" table in your favorite set of rules. For the purposes of conversion, a cleric is treated as being three experience levels lower than their current rank, e.g. a 5th level cleric is treated as being 2nd level for the purposes of conversion.
To interpret the results, proceed as follows: the cleric converses with a group of listeners. Those of the same alignment as the cleric are treated as 1HD undead (or the lowest sort of undead), while those of different alignments are treated as being two or four levels higher, e.g. a Chaotic audience listening to a Lawful cleric would be treated as having 5HD (or the fifth rank of Undead).
A result of "T" on the table means that the audience is willing to think about the faith of the cleric, and is open to potential conversion (further results of "T" should be eventually treated as "D"). A result of "D" indicates the audience is definitely open to conversion. If a number is given, a roll is made for the cleric. If the roll is made, then the audience is willing to think about the faith of the cleric, as above. Another roll is then made for the number of people so affected. For both the success and number affected roll, a cleric may use their WIS bonus (if any) as a positive modifier.
It is up to the referee to determine how many times are necessary for conversion to the cleric's faith to take place. In areas with many clerics preaching, such as large cities, an audience might be resistant to change, and therefore might be treated as several levels higher or require many more attempts at conversion for this to actually happen. Differences in native language may also contribute, and so on.
Actual use in game play: as is immediately evident, such a system could result in the fantasy equivalent of the Thirty Years' War, if overplayed or abused. What this system is suggested for is determining the relative success of a cleric in attracting personal followers, maintaining their congregation (if charged with such a duty), or acting to spread their faith in new lands. Potential adventure hooks include the following:
- A cleric with congregation may end up having to deal with a hidden cult converting people to a radically different faith and alignment.
- An imprisoned cleric may attempt to influence their guards so as to affect an escape.
- A noble or ruler has asked for a convocation of clerics to guide him in his choice of proper religion.
I am quite sure there are some referees who would not want to get into this issue at all. However, it may be of use to those wanting to add some depth to clerics and their role in the game world.
What do you all think?