That's definitely one potential approach with this sort of thing. Especially if the site is in an isolated region that would struggle to support high level characters, this allows there to still be high level magic available (e.g. a mountaintop monastery, or a sacred grove). In cities I find myself using the Demographics of Heroism more, to determine how many and what class the high level characters are, and that's worked pretty well for me especially with ACKS II fleshing out that framework.
I like this concept a lot. I think it could tie interestingly into a difficulty I've had world building which is how to figure out how powerful local priests are. Maybe less thought has to be put into that if most of the services are instead directed toward the god instead of the priest(s).
That's definitely one potential approach with this sort of thing. Especially if the site is in an isolated region that would struggle to support high level characters, this allows there to still be high level magic available (e.g. a mountaintop monastery, or a sacred grove). In cities I find myself using the Demographics of Heroism more, to determine how many and what class the high level characters are, and that's worked pretty well for me especially with ACKS II fleshing out that framework.
I like this concept a lot. I think it could tie interestingly into a difficulty I've had world building which is how to figure out how powerful local priests are. Maybe less thought has to be put into that if most of the services are instead directed toward the god instead of the priest(s).