raniE
Big Bearded Guy
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The point in question is not 'does the setting distinguish magic and religion' but 'does in distinguish between the supernatural powers assigned to religious figures (priests) and those assigned to magicians'. We are talking about playing a fantasy RPG. If a given setting does not assign special supernatural powers to priests, then of course they should not be a separate class, any more than there should be a special class for people who specialize in wire-drawing, or counting the number of angels that dance on pin-heads.
No, the point in question has always been "is the Cleric a strange inclusion in D&D and various OSR games." The fact that you can find a few fantasy stories written after D&D came out in which it is possible that priests have magic powers wildly separate from sorcerers, and that if one does a deep dive into anthropology one can see differences between religiously sanctioned magical practices, and religiously unsanctioned ones is irrelevant to the question of whether the Cleric is a class that has a clear role.
IIRC, it is fairly clear in the story that he could, he just chooses not to.
The book is about sorcery and sorcerers. It doesn't deal with divine magic in any depth, any more than a story about gangsters is likely to detail what legitimate businessmen do. The quote I gave above is from one of the top sorcerers in that world and, unless you have counter-evidence, I'd say it is a good prima-facie indication that (1) there is divine magic in the world and (2) it is quite different from sorcery (i.e. what D&D would call magic).
To put the shoe on the other foot, where in either the historical and mythical materials or the genre literature that went into the inspiration for D&D is there evidence that the supernatural power of religious figures and magic are just the same thing? I'm sure there are examples, but what are they? My guess is that, for literature at least, most cases are quite ambiguous. Magic or the supernatural in such stories is above all a plot device; authors rarely spend any time discussing its nature.
The main point has mostly been that there are no supernatural powers of religious figures in most of the source material. There's nothing there to separate category A from category B because category B is an empty set. But where there is, mostly it is the same thing. Every wizard in the Lord of the Rings (of which we see pretty much two) is an angel sent down to the world by God. Sauron is a fallen angel, that's where all his powers come from. You have to scrape to find any material with much distinction from before D&D, all three of the ones we're talking about now came out after the game. Whether or not they were influenced by it is irrelevant, we can be certain that D&D was not influenced by them.
Finally, what is the big gain in not distinguishing between religious supernatural powers and magic? Obviously, it makes things simpler, but is there any real advantage beyond that?
Yes, it makes the rule set far more generically usable, which is good for a game that is not supposed to have any particular setting. If you are making a game tightly bound to a specific campaign world where there is a clear distinction between priestly magic and the stuff practiced by sorcerers, make that distinction in your game rules. If you're going for something more generic, do not. The distinction doesn't show up in most fantasy and is far easier to add in if you want to than to take out if you don't want it.