Spazmo
Erudite
There's a simple enough solution to the entirely valid problem Gromnir suggests. Just make gods less picky about their followers. Assuming a god's strength is derived from its believers, that god is going to want mucho believers. Neutral gods could care less who worships them as long as their cause (knowledge, trees or whatever) is served. Evil gods can cackle dramatically at the foolish misguided goodly types who worship them. As for good gods, they could just rationalize things with greater good and end justify the means stuff to explain why they let the morally dubious into seminary. The gods would be more detached from the actual mortal setting. Perhaps they're busy fighting wars with other gods or extraplanar beings on their home planes and just look to the belief of mortals as a source of power.
And in any case, depending on the setting, most gods' portfolios are flexible enough that they could be interpreted into any alignment. The easy example is fire: neutral because it doesn't discriminate when it burns, good because it signifies renewal (clear out the undergrowth to allow trees to grow and such) and evil because it destroys stuff. Justice is a very flexible belief because the simple idea of justice--i.e., enforcing laws--doesn't really necessarily say what the law is. The paladin hunting down murderers and rapists could worship the justice god just as easily as the evil inquisitor seeking out illegal elves in his country (mmm... elf genocide).
Since DA is essentially a clean slate, a very simple approach is this: have the pantheon be composed of gods who don't have alignments and whose portfolios are very much open to interpretation. That way, you could have worshippers and priests from every end of the alignment spectrum with a given god. Different branches of the same overall clergy could bicker, lone priests interpreting their god in a unique way could walk around planting adventure seeds and essentially everything Gromnir outlined above.
Essentially the problem with the D&D god system is the same problem as with D&D at large--alignment. I never liked alignment. Maybe it's just my player group that sucks, but whenever anyone would try to do anything the least bit contrary to their character sheet alignment, everyone would start going "no! You can't possibly buy apples from that merchant! He beats his servants and you're chaotic good! Just starve--it's for your principles." Similarly, another player would constantly betray every other party member and generally only look out for himself. Okay, it was entertaining a couple times, but when every character would do it... Well. When told to cut it out, he'd always be ready: "Ah, but my character is chaotic neutral/lawful evil/neutral evil. It's role-playing." Alignment isn't an excuse for disrupting the party. In my games, I like to just get rid of alignment altogether (which is, incidentally, one of the changes Monte Cook, that wacky 3E designer guy and writer of the Dungeon Master Guide, did in his Arcana Unearthed). Just decide if your character is an asshole or not. Play accordingly. Bam! One less useless line on your character sheet. Next: has your PC's eye colour ever really been relevant?
And in any case, depending on the setting, most gods' portfolios are flexible enough that they could be interpreted into any alignment. The easy example is fire: neutral because it doesn't discriminate when it burns, good because it signifies renewal (clear out the undergrowth to allow trees to grow and such) and evil because it destroys stuff. Justice is a very flexible belief because the simple idea of justice--i.e., enforcing laws--doesn't really necessarily say what the law is. The paladin hunting down murderers and rapists could worship the justice god just as easily as the evil inquisitor seeking out illegal elves in his country (mmm... elf genocide).
Since DA is essentially a clean slate, a very simple approach is this: have the pantheon be composed of gods who don't have alignments and whose portfolios are very much open to interpretation. That way, you could have worshippers and priests from every end of the alignment spectrum with a given god. Different branches of the same overall clergy could bicker, lone priests interpreting their god in a unique way could walk around planting adventure seeds and essentially everything Gromnir outlined above.
Essentially the problem with the D&D god system is the same problem as with D&D at large--alignment. I never liked alignment. Maybe it's just my player group that sucks, but whenever anyone would try to do anything the least bit contrary to their character sheet alignment, everyone would start going "no! You can't possibly buy apples from that merchant! He beats his servants and you're chaotic good! Just starve--it's for your principles." Similarly, another player would constantly betray every other party member and generally only look out for himself. Okay, it was entertaining a couple times, but when every character would do it... Well. When told to cut it out, he'd always be ready: "Ah, but my character is chaotic neutral/lawful evil/neutral evil. It's role-playing." Alignment isn't an excuse for disrupting the party. In my games, I like to just get rid of alignment altogether (which is, incidentally, one of the changes Monte Cook, that wacky 3E designer guy and writer of the Dungeon Master Guide, did in his Arcana Unearthed). Just decide if your character is an asshole or not. Play accordingly. Bam! One less useless line on your character sheet. Next: has your PC's eye colour ever really been relevant?