Ye olde cleric
suffers from but one underlying problem. It is a class that screams
out for religious specificity but it is generic as hell. Are we
seriously to believe that priests of Kindheart the Good have the
exact same restrictions and spell lists as priests of Cutheart the
Wicked? I don't think so.
And sure, the text
of some versions of the game will tell you to use your common sense
and limit spells that might appear to be evil to those clerics of
evil deities. And that's fine and dandy. But what about this ban on
edged weapons? Clerics of Slitty the God of Knives can't use knives?
Like the thief,
the cleric has has its fair share of debate and house rules over the
years. And this is another example, in my opinion, where the Second
Edition of the game really seemed to address the problem and kinda
got it right. If you haven't read the 2e description of the Priest in
a while you should check it out. The whole thing about spheres of
influence is a bit fiddly for me and kinda restrains things but it's
a valiant effort to make priests more interesting to play (for the
record, the “cleric” is the generic priest class of 2e... the
good old class we all know and love).
I'm not breaking
new ground here. But this is how I handle clerics and how I'll be
handling them moving forward. The stuff I'm rattling on about below
is not always clearly defined. This is because each campaign may have
a totally different set of gods or a different way of interacting
with divinity, if at all. If the thief is a specialist who is
self-determined, the cleric is a specialist who is utterly
constrained in their choices once they make the choice to follow a
path of worship and service to a higher power. Those constraints
should be tailored to suit the campaign if you want the reveal a
fuller range of the cleric's great potential as a character class.
Anyhow... this is
what I do...
PRAYER ROLL: Clerics
have to pray for spells. I allow them to choose any spell from their
list without preparing them ahead of time. Instead, they pray in the
heat of the moment for miracles! This is a huge benefit. It turns
your spell list into a Swiss Army knife, though you still have the
same number of spell slots.
The
catch is you have to pray for the power in order to cast it. So the
player rolls a d6 and on a result of 1 the gods are deaf, ambivalent,
or downright snobbish and refuse to grant the power. The spell does
not work.
I
fooled around with fiddly rules that would account for falling out of
favor, changing the die type up or down. But in the end I think that
sort of thing works best if left entirely up to DM fiat. If the
cleric is acting obviously out of alignment with their god, then the
DM could change the failure range to 1-2 on a d6 until the cleric
atones and corrects their behavior.
In
the first campaign I ran using this rule I had a situation or two in
which the cleric was in very good favor and I either waived the
prayer roll for one or two spells or I had the player roll a d8
instead. But those rules are not codified and I don't think they
should be.
SPECIFICITY:
If I'm running a one-shot at a con or something like that I'll just
use the cleric as-written (with the prayer roll). But when I'm doing
a campaign or I have more time for prep I want deity-specific
clerics. What makes the priestess of Jeff the God of Chairs
functionally different from the priest of Bonan the God of Beheading?
If there's no functional difference then the religions become all
color... kind of meaningless in game terms.
So
I'll usually do one or two or all of the things below in order to
define a cleric of god X vs. a cleric of god Y.
- Change the turn undead power to something else. Maybe it doesn't make as much sense for a priest of the god of machines to turn undead. Instead, maybe they control golems and automatons using the same rules. In my home campaign, the clerics of Frimm the War God can summon the spirits of slain warriors to fight with them instead of turning undead.
- Change the banned weapons. It makes sense to limit weapons and armor if it seems like the god in question would care about those things. So play with that idea. I have one cleric sub-class who worship an evil deity that only allows them to tote specially cursed ritual daggers. Another sub-class worshiping a god of tricks and thievery may only pack small weapons that are easily hidden.
- Limit the spell list. This one seems simple but can lead to more work than you expect. Depending on how vast your cleric spell list is, you might find it hard to come up with appropriate spells in the right numbers. You might have to... invent new spells! I heartily encourage you to do so. After all, doesn't it make sense that Jibber the God of Babbling has a handful of spells related to talking? And why would a priestess of Rikki the God of Mongooses have any interest in turning sticks into snakes?
- Set requirements for the cleric that aren't related to spells or combat. A cleric is not a priest of the temple required to be in attendance day in and day out but they ARE a representative of the god abroad. So they MUST show people what their god is all about. That might require proselytizing, preaching, and cajoling for new converts. Or they might belong to a secret order and might actually hide the fact that they are a cleric at all. They might merely be required to spend x turns per day making a sacrifice or reading a sacred text. If you feel like you've given the cleric a few too many bennies in other areas you can hit them hard with daily requirements and restrictions on behavior. See the classic paladin class or maybe even the cavalier for examples of that. Of course it CAN get silly if you go too far... a cleric of Jeff the God of Chairs should not be required to sit in every chair they find... right? Hmmm....
I guess the trick is to play an intuitive balancing game with the
cleric if you're going to make each one god-specific. Personally, I
TRY to keep the standard cleric XP table intact no matter what I do.
So all clerics advance at the same rate and have the same number of
spells. Then I just try to make sure each one's special strengths are
balanced against the others. You don't have to do it that way, but
that's what I choose.
And ain't that the great thing about screwing around with this game?
I love playing clerics but, as you note, D&D clerics lack deity-specific spells and powers. I would go with custom spell lists, drawing on every source available.
ReplyDeleteYeah definitely. Sometimes you can get by with just taking away a few spells and granting a few magic-user spells to the mix. Other times you need more!
DeleteCheck out the Cleric class in DCC RPG. The type of creatures a cleric can turn is dependent on the alignment of the PC.
ReplyDeleteOh yeah. I've ran a lot of DCC! It's awesome.
DeleteI posted a short bit about clerical spell selection and preventing clerics being 'peer-pressured' into only being the group healer here:
ReplyDeletehttps://plus.google.com/109417823410067938835/posts/2eQGjTXJeBR
Sort of related to this post and so might be of interest??