Originally Posted by
MysticTheurge
Sorry. I didn't mean it makes spellcasting more realistic. (Spellcasting isn't realistic anyway; they're spells.)
What I meant was that it makes the in game religions more realistic, in that they're more like real world religions. You can have high-ranking members of "good" religions who do "evil" things in the real world. Think of things like the Spanish Inquisition. This is, I might even argue, a classic, archetypal character.
The alignment restrictions on clerics meant that that was actually nigh-impossible in D&D. You can never have an evil priest of, say, Torm who takes his devotion to Obedience and Truth to extremes and punishes those who don't share his values. Or an evil priest of Mielikki who sets about to bring the downfall of civilization because it's encroaching on the beautiful wild places of the world. You can't have them because Torm and Mielikki will both show up to make it abundantly clear that the priest in question is in trouble and shouldn't be doing that. Or at the very least, they'll stop giving the cleric spells and everyone will know that that cleric is In Trouble.
And that, to me, is not realistic. Real world deities don't pop in to let us know, say, whether Richard the Lionhearted should or should not have invaded the Holy Land during the Crusades or whether Pope Pius XII did the right thing when he signed the Reichskonkordat. (As a big important note on the topic of religion, I'm not arguing that either of these men were "Evil." I'm just pointing out that what's "Good" and what's "Evil" in real life is not always so clear cut as the alignment system in D&D is.)
And so, by having the Deities (if they even exist) be far enough removed from Eberron that they don't personally hand out a cleric's spells, you get both a more realistic system, where the question of whether a person is "Good" or "Right" is not as clear, and a far more interesting system which allows for far more interesting characters.