The more, the merrier
How clerics can "find' new followers
by Bruce Barber


 
The conversion procedure Modifiers The results of success Magic and conversion The Cleric's Reward
How the system works Optional: Miraculous conversions - - -
Advanced Dungeons & Dragons Dragon magazine - Classes The Dragon #92

"Renounce your false gods, my friends,
and I shall lead you along the path of the
True Faith into the light of salvation!"
pleaded the brave but verbose priest to his
comrades-in-arms as they trudged wearily
home from the lair of the defeated ogre.

"Blow it out your ear!" cried the party as
one.
 

And so it goes for the poor cleric in many
AD&D® games. This seems particularly
true if the character is being role-played as
outlined in the DEITIES & DEMIGODS
Cyclopedia (p. 9): "A cleric, no matter
where he or she is, acts as an agent and
representative of his or her deity. The cleric
should miss no opportunity to explain and
show to others, through both word and
deed, the truth and rightness of his or her
religion."

Without this fierce dedication to their
deities, and concern for the souls of ?heathen
? compatriots, clerics tend to be little
more than a variant form of fighter/magicuser.
After my own much-loved cleric,
Brother Demian, had once again been
ridiculed by his fellow adventurers for his
fiery, if pompous, evangelism (and after
saving their bacon by banishing a pack of
ghouls, too!), I posed a question to myself:
How might a cleric go about actively converting
others, within the AD&D game
system? From this question came the
method described herein, usable by clerics,
druids, and paladins. (Druids, however, will
in all probability not use their ability to
convert someone unless the subject has first
expressed an interest in their religion. The
neutrality and general aloofness of druids
tend to prohibit the concept of door-to-door
druidic proselytizing.)

First, a few words about the ?why? and
?how? of conversion. Besides the megalomania
which is the prerogative of divine
beings, it seems reasonable to assume that
the power of the gods, and perhaps their
continued existence, stems from the number
of worshipers that the deity can claim as his
or her own. In a fantasy gaming milieu that
utilizes many gods, this theory makes perfect
sense. With this as a basis, it is logical
that one of the prime functions of the cleric
would be to bring as many ?heathens? as
possible into the fold of his or her deity.

Now, what forces are involved in making
the mechanics of conversion function? We
know from the DDG book (p. 114) that
there is "an exact correspondence between
alignment and the Outer Planes." It seems
that the Outer Planes are permeated by a
form of energy, a spiritual force which in
most cases can be harnessed only by the
gods, the font of their divine abilities.  However,
all beings are affected by this force to
the degree that it forms an aura around
them; to most character classes, this aura is
of no practical value, but can be perceived
by a know alignment spell.  (Note that the
aura does NOT differ in quality from one
alignment to another, only in appearance).

But if a character enters the direct service
of a deity (i.e., becomes a cleric), the aura
is enhanced as follows. First of all, it may be
thought of as the means of communication
between the cleric and the deity ? the
?dial-a-prayer line,? so to speak. Second,
the aura also gains the property of being
able to influence another being when directed
by the cleric under the right circumstances,
as detailed hereafter. Once the
cleric has selected a prospective convert, the
aura begins to work on the subject?s mind,
causing a sort of insanity which may be
termed religious mania. If the cleric should
then successfully convert the NPC involved
(for obvious reasons, this system is only
usable on NPCs), the NPC
could suffer a radical personality alteration,
shifting (for example) from lawful good to
chaotic evil (in order to be acceptable to the
new deity) but without passing through the
intermediary stages of alignment (to LN,
N, NE, then CE) and without the attendant
loss of four experience levels as per the
Dungeon Masters Guide (p. 25). Powerful <CHANGING ALIGNMENT, DMG>
artifacts which can induce radical. alignment
change apparently tap into this spiritual
force, as well.

The conversion procedure
Conversion can only be attempted upon
NPCs, and such an attempt
can only be made by a player-character
<priest>, druid, or paladin (hereafter referred
to as the ?cleric?). The chance of success on
any conversion attempt is determined by a
combination of random chance, the cleric?s
dedication to the attempt, and five tangible
factors that may influence the chance of
success: alignment, racial preference, class,
experience level, and the cleric?s charisma.

To begin, the player of the cleric announces
to the DM (secretly, if the player so
wishes) the intention to convert a specific
NPC. The process takes 5-17 (4d4+1) days
of game time to complete, which subsumes
long conversations, explanations, and/or
arguments with the prospective convert.
During this period, the DM must observe
carefully how the cleric is being role-played,
if the whole concept is not to degenerate
into mechanical dice-rolling. The cleric
should use all available time (campfire
discussions, tavern bull sessions, etc.) to
advance the case for his deity by whatever
means the character deems suitable. If the
player does not accept and carry out these
role-playing responsibilities, the DM is
obliged to apply a large negative modifier to
the chance of success, or even overrule the
dice entirely.

The cleric may attempt to convert only
one NPC at a time. If the attempt is interrupted
so that no conversation between the
principals takes place for one day (for instance,
if either one of them leaves the
vicinity to go on an adventure), then the
process is halted and the cleric will never be
able to convert that particular NPC. If the
cleric stops the process to begin an attempt
upon a different NPC, then the first subject
is likewise forever lost. And if an attempt is
carried through but results in failure, that
NPC cannot be converted by the cleric at
any time in the future.

After the cleric announces an attempt to
convert and the requisite amount of game
time has passed, the DM first determines
whether a dice roll for success or failure is
warranted; as stated above, the attempt
could automatically fail if the cleric has not
been properly role-played during the attempt.
If success is possible, the DM tabulates
all modifying influences (see the
following section), administers a penalty for
inadequate or insufficient role-playing (if
warranted), and rolls percentile dice. The
DM totals all the modifiers, adjusts the
result of the dice roll accordingly, and consults
the Conversion Reaction Table to
establish the result of the conversion
attempt.

Modifiers
1. Alignment: In matters of religion,
alignment is of paramount importance -- a
change of deity may also involve a change
of alignment and the accompanying penalty
(see the following section on The Results of
Success). Note that this applies even to
NPCs who profess to be atheists or agnostics:
according to p. 25 of the DMG, even a <Changing Alignment>
character who does not consciously worship
a deity or follow a religion "will have an
alignment and serve one or more deities of
this general alignment indirectly and unbeknownst
to the character."

If the cleric and the subject are of the
same alignment, the conversion attempt is
made at no penalty in this regard. When
alignments are different, one of these penalties
may apply:
    1 step difference: -10%
    2 steps difference: -25 %
    3 steps difference: -40%

The alignment modifier is applicable only
if the subject is aware of the cleric?s alignment,
whether directly or through prior
knowledge of the cleric?s deity. A cleric will
almost always make known the name of his
deity (or, at least, a popular title or honorific
used to refer to the deity) during the
conversion attempt; most deities would
demand that they not be relegated to anonymous
status, and most subjects would
demand to know the name of the god
they?re being asked to serve. However, it
would not always be necessary, or even
advisable, for the cleric to make his alignment
known during the conversion attempt;
for instance, the servant of an evil deity
would usually not announce his alignment
before attempting to seduce an unwary
subject, and especially not if the subject?s
current alignment is non-evil. Only an
NPC who is extremely gullible or has a
decided lack of conviction concerning his
alignment would put up with a conversion
attempt in such circumstances; most would
simply refuse to listen, or might challenge
the cleric with something a lot stronger than
a verbal argument.

Any NPC with access to a know alignment
spell or some other magical or psionic
means of detecting the cleric?s alignment
will certainly use this power. Other subjects
will have a chance to know this information
from things they may have heard about the
cleric?s deity during their travels and con-
versations with other characters. This
chance is 10% for fighters, thieves, assassins,
and non-classed NPCs; 20% for
magic-users, illusionists, rangers, and
monks; or 30% for clerics and paladins.
The base chance is adjusted upward by 2%
for each experience level the character has
attained; thus, a 10th-level magic-user has a
40% chance of knowing what he?s getting
into, while the chance for a 0-level peasant
is only 10%.

CONVERSION REACTION TABLE
d% roll General description of result
01-05 The perspective convert has finally become fed up with listening to the
cleric. If the subject is evil and has an experience level equal to or higher
than the cleric?s, there is a 75% chance that he will become violently
incensed at the cleric's audacity and attack (then or soon thereafter) with
intent to kill. Such are martyrs created!

In any other situation, the subject will simply break off contact and
desire to never have anything to do with the cleric thereafter, perhaps
accompanying his departure with threatening words or insults to make
his feelings clear. If the cleric persists in this lost cause, the subject may
feel ?forced? to express his feelings in a more violent fashion.

06-25 A hostile reaction, but usually without the intent to kill. If the subject?s
alignment is more than one step removed from the cleric?s, and if the
subject is of equal or higher experience level, there is a 50% chance that
the subject will attack the cleric and try to provide him with a valuable
object lesson by beating him senseless.

If the above conditions do not hold true, the subject will simply show
his disgust and attempt to leave the cleric?s presence as quickly as possible.
If the cleric keeps trying to make a silk purse out of this sow?s ear,
he may find himself on the receiving end of more than a glowering look
or two.

26-45 The subject is doubtful but not hostile. He will request to see a sign of
the cleric?s (and deity?s) power. If the cleric complies with some impressive
spell or display, there is still a 60% chance that the subject will insist
that it was trickery, and henceforth will refuse to associate with the cleric
unless necessary.
46-55 The subject has been willing to listen to the cleric up to now, but he now
decides he has listened long enough, and he still isn?t interested in
changing to the cleric?s religion. If the cleric asks the subject to listen
more, there is a 50% chance that the subject will consent. The conversion
process can then be restarted, using different dice rolls for duration
and result, and perhaps different modifiers. If the second attempt goes to
completion, award a +10% modifier to reflect the subject?s willingness to
keep listening.
56-75 Dubious, but still open-minded. The subject will request to see some
sign of the cleric?s power, as with the above entry for 26-45. If the cleric
complies, there is a 60% chance that the subject will be sufficiently
impressed and agree to embrace the new religion.
96-00 Complete, enthusiastic, on-the-spot conversion.

Racial preference: In cases where a deity
accepts only worshipers of a specific race,
any (ill-advised) conversion attempt will
certainly fail; presumably, the cleric is
aware of his deity?s preferences or restrictions
in this regard and would not even
make the attempt. However, when the deity
is not choosy about race, then it is important
to consider what the subject's opinion
is about the cleric's race (which, for a player
character, must be either human, half-elf, or <disregard this; UA allows demi-human priests>
half-orc). Modifiers for racial preference are
as follows:

Cleric's race viewed with:
Preference +15%
Goodwill +5%
Tolerance 0%
Neutrality -5%
Antipathy -10%
Hatred -15%

Class and experience level: What a
feather in the tonsure it is for a cleric to be
able to win over some cleric or paladin <this would apply to all of the 9 types of paladins>
devoted to another faith! However, it must
be recognized that such characters are by
their nature highly resistant to such tactics.
Thus, a basic penalty of -35% is automatically
applied to any attempt by a cleric,
druid, or paladin to convert a member of
any of those classes, plus an extra penalty of
-1% per point of wisdom possessed by the
subject.

For subjects of all other classes (or nonclassed,
0-level NPCs), the chance of success
is adjusted up or down by 2% for each
experience level of difference between the
cleric and the subject. A 3rd-level cleric
attempting to convert a 0-level peasant does
so with a bonus of +6% applied for the
difference in their levels; the same cleric
trying to persuade a 5th-level fighter must
take a -4% penalty.

Charisma: Even if the subject is suspicious
of the philosophies espoused by the
cleric, the non-believer may yet be swayed
by the charm and personal magnetism of
the cleric. Conversely, even if the new religion
sounds attractive, the subject may find
the cleric repulsive. Therefore, the cleric?s
chance of success is modified by the Reaction
Adjustment (if applicable) for the cleric
's charisma score, as found on p. 13 of the
Players Handbook.

The results of success
Successful conversion may or may not
have far-reaching effects on the NPC subject.
If it is necessary for the NPC?s alignment
to change in order for him to worship
the new deity, the subject will suffer a drop
in experience level. But because alignment
change due to conversion is in a separate
category from both magical and voluntary
alignment changes, the NPC will only lose a
number of experience points sufficient to
bring him down to the midpoint of the next
lower level -- regardless of how many steps
of alignment difference were involved in the
change. This reflects the phenomenon of the
new deity intervening on behalf of the convert
to somewhat alleviate the punishment
dished out by the former deity. It is also
suggested that whether an alignment change
is involved or not, the NPC be required to
make some kind of offering to the former
deity -- a sacrifice, or the relinquishing of a
valuable possession or a magic item ? to
help avoid the possible repercussions
(against all concerned) of the spurned deity.
The value of this offering, or even its necessity,
will vary greatly depending on the
personality and/or requirements of the
former deity; some deities might be furious
at having a follower pulled out from under
them, while others would just as soon be rid
of the hopeless soul.

In some instances, a character?s class may
have to change after conversion because of
alignment restrictions that are now being
violated. Although it is very difficult for a
chaotic evil cleric to bring a paladin NPC
into the service of his foul deity, the possibility
does exist. If the conversion succeeds,
the paladin is reduced to the status of a
mere fighter; in fact, this will happen any
time a paladin changes alignment. A thief,
assassin, ranger, or monk could likewise be
affected.

Conversion is not necessarily a permanent
condition. Once (and if) the NPC is
away from the influence of the cleric who
performed the conversion, there is a 25%
chance (non-cumulative) per week that the
NPC will ?come to his senses? and desire to
return to his former deity (and alignment, if
that was also changed). This may be accomplished
by using the procedures for atonement
as outlined on p. 25 of the DMG. <Changing Alignment, DMG>
This chance is checked for a period of four
weeks, plus an additional four weeks for
every step of difference (if any) between the
NPC?s former and present alignments,
beginning one week after the cleric and the
NPC part company. Thus, an NPC who
was converted but did not change alignment
could ?come to his senses? sometime during
the following four weeks, but after that
point the conversion is permanent (pending
another conversion attempt later by a different
cleric). An NPC who was converted and
changed alignment most drastically (three
steps) would be checked for 16 weeks thereafter
? in other words, although such an
extreme change could take place, it is practically
impossible to make it stick.

The effects of conversion cannot be reversed
by most magical means (see the
following section), but if the condition is
recognized as a form of insanity, then the
usual methods for curing madness will be
effective. There is a 50% chance that someone
who knew the NPC before his conversion
and encounters him afterward will
realize that the NPC is suffering from religious
mania; this roll is made only once for
any such character the NPC comes into
contact with.

Magic and conversion
No magic of any sort, nor any psionic
power, can be used to improve the chance of
a successful conversion. So delicate is the
interaction between the cleric's aura and the
mind of the subject that any outside interference
will cause the conversion attempt to
fail.

If more than one cleric should try to
convert the same NPC at the same time, or
if a second cleric begins an attempt when
another one is under way, both attempts will
automatically fail, and the DM must make
an intelligence check for the NPC: If a roll
of d20 is greater than the NPC?s intelligence
score, the poor victim will suffer confusion
(as per the 7th-level druid spell) for a number
of rounds equal to 21 minus the die roll.

Any magic item that specifically affects
alignment, such as a helm of opposite alignment,
will function normally in the possession
of a converted character. Thus, it may
be possible for the NPC to regain the alignment
he held previous to the conversion ?
but a magical change of this sort would
require that the full level-loss penalty be
paid.

The cleric's reward
A <priest> character receives both tangible
and intangible benefits from performing a
successful conversion. First, the tangible:

A basic award of 300 experience points is
earned by the cleric, plus or minus 25 XP
for each experience level of the cleric below
or above the level of the subject. There is a
bonus of 75 XP for each step of difference
between the cleric?s alignment and the
subject?s previous alignment, and an additional
10 XP or 15 XP respectively if racial
antipathy or hatred was involved. Finally,
the cleric gets an additional 150 XP if the
subject was a cleric, druid, or paladin.

The nature and scope of any intangible
rewards will depend on how well the cleric
and the deity are role-played, by the player
and the DM respectively. If the deity is one
who attaches great importance to this
method of conversion, a cleric who performs
a lot of successful conversions could
be further rewarded. Conversely, if the deity
is one who prefers his clerics to gain ?converts
-- by bashing their heads in, this sort of
passive persuasion might be seen as taking
the easy way out, and thus would not make
the cleric eligible for any significant benefits
above and beyond the experience-point
award.

How the system works
Following are examples of a successful
and an unsuccessful conversion, both using
deities from the Greek pantheon.

A. Success: Sister Alberyth is a 4th-level
half-elf cleric of chaotic good alignment with
a charisma score of 15; she serves the goddess
Aphrodite. Alberyth wishes to convert
Flyptop, a 2nd-level (3000 XP) NPC human
fighter, neutral good, who professes to
be an agnostic.

At the start of the process, the DM secretly
makes the 4d4 roll and adds 1, arriving
at a figure of 9 days, which is how long
(unbeknownst to both of them) that the
cleric and her subject must engage in regular
and frequent discussions of the issues
involved. At some point during this time,
the DM determines that Flyptop has a 14%
chance of being aware of Alberyth?s alignment,
through prior knowledge of what
Aphrodite is like. The DM rolls 08 on percentile
dice, meaning that whether or not
Alberyth tells Flyptop her alignment, the
fighter will know what it is when the process
is complete.

Modifiers:
1. Subject knows cleric's alignment
(1 step difference):
-10%
2. Humans view half-elves
with tolerance:
0%
3. Cleric's charisma is 15: +10%
4. Cleric 2 levels higher
than subject:
+4%
    Total of modifiers: +4%

<revise Charisma to Comeliness>

When (and if) the process runs to completion,
the DM rolls percentile dice. The
result is 30, which becomes 34 after the
modifiers are applied. According to the
Conversion Reaction Table, this means that
Flyptop is still pretty skeptical about the
whole thing and, being from Mizoory,
demands: ?Show me!? Alberyth complies
by taking a drop of dew in her helmet,
speaking a short prayer, and passing her
hand over the helm. A moment later the
helm is filled with cool, clear water! The
DM rolls 61 and Flyptop, concluding that
Alberyth?s goddess is a mighty one, abandons
his agnosticism to serve Aphrodite ?
causing his alignment to shift to chaotic
good.

Agnostic or no, Flyptop had been
watched over by Demeter up to now. Having
little patience for chaotic (or lawful) exbelievers,
she strips Flyptop of all but 1000
XP, returning him to the midpoint of the
first experience level. The happy cleric
Alberyth receives 325 XP (300-50+75) and
the glow of satisfaction from a job well
done. Aphrodite decides to immediately
replace the create water spell that Alberyth
used to win Flyptop over, and if she cares
to, may favor the cleric with some other
small gesture in the future.

Failure: Master Meaningwell is a lawful
good 2nd-level human cleric with a charisma
of 8; he worships Athena. Considering
himself more of a wise man than a
fighter, he decides to try to convert a newcomer
to the area ? Lord Gauntleroy, who
seems like a nice enough old man. Lord
Gauntleroy is actually not a nice guy, but is
pretending to be while he hides from his
enemies. He is a 13th-level chaotic evil
human cleric with a wisdom score of 16.
Gauntleroy uses a know alignment spell to
make himself perfectly aware of what
Meaningwell is doing. He decides it will
pass the time, and might be amusing, to
listen to the cleric?s chatter for a few days.

Modifiers:
1 Attempt to convert a cleric: -35%
2 Subject knows cleric's alignment (3 steps difference) -40%
3 Cleric's CHA is 8 0%
4 Racial preference is Goodwill +15%
5 Subject 11 levels higher: 
with wisdom of 16: 
-22%, 
-16%
Total of modifiers: -98%

No dice roll is necessary, since the best
possible result (00) will be adjusted down to
02. Gauntleroy has heard all he can take ?
and he isn?t taking it very well, either. He
reaches for his mace, having decided to put
poor Master Meaningwell out of his misery,
even if it means blowing his cover. If the
good cleric gets resurrected, maybe he?ll
think twice about trying to convert people
he doesn?t know very well.
 


 

Optional: Miraculous conversions
The following is intended to simulate the
effect, upon characters and creatures of low
intelligence and level, of being in the PRESENCE
of a ?miracle.? This optional system is
based on the fact that cleric spells ? even a
simple bless or cure light wounds ? are
bestowed by the gods and are thus by their
very nature ?miraculous.? For this system,
a ?miracle? is defined as any cleric spell or
ability the effect of which can be seen or
sensed by witnesses (not just recipients of
the magic) and which obviously originated
with the cleric. Examples include, but are
certainly not limited to, create water, a
paladin?s laying on of hands, and the turning
of undead. Cleric spells that would not
constitute a ?miracle? for conversion purposes
under normal circumstances include
bless (no effect that is visible or dectable
by onlookers), find traps (it could be a
trick), and slow poison (the victim might
have recovered anyway).

This procedure should be administered
entirely in secret by the DM; it is not something
over which the cleric necessarily has
control, and a cleric does not have to specifically
attempt miraculous conversion of one
or more eligible creatures in order for the
event to occur. Obviously, the DM must use
discretion as to when miraculous conversion
can occur; it is unlikely (though not impossible)
that creatures in the heat of battle
would suddenly throw down their arms and
convert.

Alignment restrictions are much more
severe when using this options. A cleric of
good alignment may not ?accidentally?
convert creatures of evil alignment, and vice
versa; the same applies to lawful and chaotic
alignments. These diametrically opposed
ways of viewing reality are simply too
powerfully ingrained to flip about at the
drop of a spiritual hammer.

Miraculous conversion may occur when
the cleric performs his ?miracle? in the
presence of one or more creatures which
have 3 or fewer hit dice and an intelligence
rating of low, which corresponds to a score
of 5, 6, or 7. Those of less intelligence are
too dumb to be impressed, and probably
don?t know what religion is in the first
place; those of greater intelligence are not
this easily swayed.

In a situation where all of the foregoing
requirements are met, and the DM decides
that miraculous conversion is feasible, he
rolls percentile dice for each involved creature
separately. Each creature has a 15%
chance of being converted by the ?miracle.?
Monsters converted in this way might not
automatically and consciously embrace the
cleric?s religion, but will react toward the
cleric as if under the influence of a charm
spell.

Any accidental conversion of this sort
that takes place will earn the cleric 25 XP
for each creature affected, regardless of
what happens to the converted creature
afterward. And in all likelihood, the conversion
will not last for long. There is a 5%
chance per day ? cumulative ? that a
creature will ?backslide? to its old ways, up
to a maximum of 85% on the 17th day
following the occurrence of the ?miracle.? If
the maximum is reached, this 85% chance
must be checked after each week of game
time thereafter ? demonstrating that,
sooner or later, ?followers? like these who
are so easily impressed can just as easily
become disenchanted!

DECEMBER 1984
 


Un-conversion
-
Dear Dragon:
The article "The more, the merrier" in issue
#92 was excellent, but I have some questions. If
the NPC who was converted "comes to his
senses" afterward, does the cleric lose some or all
of the experience he earned? Also, can monsters
be converted, and if so, will the monster lose hit
dice (or experience) because of this?

Halina Adamski
High Falls, N. Y.
(Dragon #95)
 

If a player character kills a non-player character
and receives an experience-point award for
doing so, those earned experience points are not
taken away if the NPC is later brought back to
life. By the same reasoning, a cleric who performs
a successful conversion does not have to forfeit
the earned xp if the convert later changes his
mind or is converted again by a different cleric.

Although there are two sides to the issue, I
think the conversion system should only be
applied to "non-monster" NPCs -- humans and
humanoids that can be of any alignment in the
spectrum, as opposed to humanoids (such as orcs)
that are, by definition, limited to a narrow choice
of alignments or no choice at all. An orc that was
converted to the worship of a lawful good deity
wouldn't really be an orc any more, not as we
know 'em. And whether or not the orc suffers a
reduction in level (hit dice) might be academic. I
can imagine a deity like Gruumsh repaying a
converted orc for his "loyalty" by striking him
dead on the spot -- and dead orcs all have the
same number of hit dice.

The other side of the issue is the good old
"nothing is impossible" argument. Sure, there
could be such a thing as a lawful good orc, and
allowing player-character clerics to try to convert
monsters might work well in the campaign you
run or play in. But the conversion system described
in the article was not intended to be used
for that purpose. 

-- KM
(Dragon #95)

*    *    *    *    *
 

THE FORUM

I have enjoyed the recent articles taking an indepth
look at character classes, the cleric articles
in issue #92 included. But when I read the article
on NPC conversion by Bruce Barber, I felt I had
to express my disagreement on a fundamental
assumption made in his system. Mr. Barber
seemed to be implying that a non-cleric character
can only worship one deity, and character and
deity must have the same alignment.

In my game, I use the Greyhawk gods. I have
each player declare a "patron" god for his character
at the beginning of the campaign, this deity
being the one the character will worship the most
and would most likely call to in an emergency.
But the characters were not limited to this one
god. I do not feel that non-clerical characters
should be expected to be as dedicated toward a
particular deity as a cleric or cleric-related character
such as a paladin.

Let us look at the case of a neutral evil female
half-elf fighter-thief. Before attempting to scale a
smooth wall, she might mumble a swift prayer to
Olidammara, a patron of thieves. In the midst of
a heated battle she might call out to Trithereon
for fighting skill. If she married, she could pray to
Berei to bless her marriage and future family.
And if she went on a long journey, she might ask
Fharlanghn to insure her safety and comfort.

The point of all this is that deities are meant to
be the controllers or sources of power for various
aspects of the world our characters live in. No
deity in the realm of the AD&D game is the god
of everything. It is ridiculous in my mind to
expect the average character to be so obsessed
with one aspect of life that he would only worship
one deity. The obvious exception to this is the
cleric class.

Mr. Barber seemed to also imply that to change
deities is to change alignments. Yet the descriptions
of many deities make it clear that worshipers
of several alignments are welcome. In my
game, I don?t force characters to confine themselves
to praying only to deities whose descriptions
include worship by their alignment. If they
desire, they may pray to any deity. Of course, it
is up to the DM to decide if the prayer is listened
to or ignored.

Is a system of religious conversion a viable part
of the AD&D game system? All things considered,
I am not sure. Mr. Barber?s system allows
for the conversion of clerics and paladins, which
is a highly unlikely occurrence. And if other DMs
are like me, they will consider ?what?s good for
the NPCs is good for the player characters."
What player would be happy to find that his
paladin was just converted to the service of a
chaotic evil god? I realize that the article stated
the system was for NPCs only, but is it fair to
assume that the player characters are of such
incredible willpower that they are invulnerable to
such temptations, while everyone else is not? The
conversions or persuasions of NPCs should be
decided on a case-by-case basis, not by the random
rolling of dice.

Finally, I'd like to ask Mr. Barber's own question
again: Why have a conversion system? The
only logical reason I can think of is to boost the
cleric's ego. Any system that gives a character a
set chance of persuading an NPC to pray to that
cleric?s god is a bit unrealistic. However, I believe
that it is possible, but a percentile roll is not the
answer. We DMs have a tendency to get lazy and
let the dice do our thinking for us.

And I cannot accept Mr. Barber?s reasoning
that a deity?s power depends on the number of
worshipers they have. People draw their power
from the deities, not vice versa. To quote Gary
Gygax from the WORLD OF GREYHAWK
guide, "In general, the greater gods are too far
removed from the world to have much to do with
humanity, and while they are worshiped, few
people hold them as patrons." I agree more with
Mr. Gygax than I do with Mr. Barber.

Leslie G. Gillis
Bloomfield, Ky.
Dragon #95