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Originally Posted by jensun
In all my time playing RQ (and we played a lot) Divine Magic was never used by an initiate unless it was an absolute life or death situation. The cost of obtaining it was simply too high. While that may thematically be quite interesting as a design system it is fairly flawed.
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I don't see how it a design flaw. Initiates should only use their divine powers in extreme situations. That's the difference between the godly favours towards an initiate and a priest. A priest has proven themselves.
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Yes, but again the books didnt really give you any assistance on this point at all. For someone who has been so vocal about pointing out the inconsistencies in D&D you seem remarkably unwilling to accept those present in RQ.
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There
really is no comparison here. What was required to reach priesthood in AD&D? Anything like this
at all? No, nothing; I quote: "When a Cleric achives 8th level ... he or she
automatically attracts followers if the cleric establishes a place of worship... Upon 9th lel .. the cleric has the option of constructing a religious stronghold"
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And again this is still a problem. You achieve your position and the game effectively ends for you under the rule system. If you are the only PC who obtains this position then you are completely stuck.
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This simply is not true. As mentioned previously, a standard RQ character should only be going on "adventurers" a couple of times per annum in the first place; this is not explicit but certainly is implicit in the examples of play and certainly in the scenario packs. Most of the time they'll be in their occupational professions.
At "prestige level" they can still engage in the standard adventures plus they have the further possibility of doing said adventures in the service of the deity, tribe, or for scholarship reasons. They actually have more opportunities, not less.