Quote from: Bill Volk@ DeeL: Sorry, haven't even heard of it. What's it like?I use the Iron Heroes d20 rules, in that either the Gods do not exist, or are so distant that the humans and worshipers determine the values of the religion more so than the deity. Furthermore, not all clerics and shamans are spell casters; without the use of divine magic, belief takes a larger role. You cannot simply commune with your deity in order to prove that what you are doing is appropriate conduct for your religion.
I just realized another inconvenient kink in making belief systems for D&D campaign settings: deities and such are usually indisputably real and active in the world, and divine magic in general makes a right old mess of things. I'm not going to rekindle the eternal debate over alignment, but even something as simple as detect alignment spells makes the nature of belief totally different.
Consider how D&D characters would react to new belief systems. The first thing a commoner is likely to ask about a religious or philosophical sect is how much they charge for healing :) And if the proponent of a new philosophy doesn't even have any power to show for it, who's going to take him seriously?
This reminds me of why I didn't like Robert Heinlein's "Stranger in a Strange Land." That book was supposed to be about peace and love, but it was really about might making right. The accidental moral of his story is "The correct philosophy is the one that gives you telekinetic powers."
Also, my favorite quote from one of my players:
[ic]"Catholic clerics can cast atonement, but they can't cast create water. What's the deal with that?"
"Must be some weird prestige class." [/ic]