- An alternate interpretation of "clerics"
- Forget clerical alignment
- Losing reverse spells
- Priests in Tekumel
- Turning and the undead
- Warrior-priests of Phum
One of the game projects I'm currently working on is a D&D-style heartbreaker that doesn't include clerics as a class (there's actually a LOT it doesn't include, but we're just talking about clerics at the moment). It still has priests, of course, though of the Lankhmar, "let's-fleece-the-public" variety, NOT the adventuring type.
The problem with this kind of approach is that it ix-nays all those happy little "Get Out O Jail Free" cards the cleric has up her sleeve: cure disease, neutralize poison, remove curse, raise dead, etc. Having access to the magical repertoire of a cleric in your campaign setting takes a lot of the sting out of the D&D game. It may be inconvenient to raise your dead buddy and remove his "Mummy Rot" (or whatever), but at least it's possible, given time and (presumably) a large enough sack of gold.
The problem is that having ready access to a cleric of high enough level (i.e. a PC) any "sting" can be removed altogether, making the game feel far too easy for the players. At the lower levels, it's a little irksome to have the party exit the dungeon four or five times in a session in order to re-memorize that single sleep spell. By the middle levels, they're still engaging in this practice...in order to have access to those beloved healing spells.
The AD&D DMG gives guidelines for the buying clerical magic: 100gp for a cure light wounds, 350gp for a cure serious wounds, 1000gp for a cure disease or neutralize poison, etc. But what is the real cost for a party of adventurers with a competent cleric? In B/X play, a cleric has access to all these spells (yes, up to 4th level spells) by 6th level. Practically speaking, it's only a couple days wait (and consumption of iron rations) to have your party fully healed. A 7th level cleric in B/X has access to ALL clerical spells, including raise dead...your party need never fear death again, so long as you keep your bishop well defended. And clerics reach that lofty level faster than any other class, save thieves, needing only 50,000xp to do so.
That's pretty lightweight to hold the power of life and death in your hands. Peanuts, really. AD&D more that quadruples this requirement (upping the level of experience needed as 9th for a whopping 225,000xp), and all later editions (other than BECMI) follow suit.
It's been a long time since I've had a player who made it to those heights of holy power in actual play. I've allowed pre-gen clerics of 7th level on a couple (that is, two) occasions in recent memory, but they were packing spells other than raise dead, and they were killed before they had a chance to repose themselves and use such necromancy. However, I can remember old AD&D campaigns that featured high level clerics (both PC and NPC), and the access to such powerful healing magic made it far more difficult for me (as a DM) to challenge the players. In true adversarial fashion, I struggled mightily to find canonical creatures and adventures that would circumvent the party's ability to recover from wounds and effects...to make the sting of those things have impact, to strike fear in the players' hearts.
D&D should not be a cakewalk, after all.
But it still needs to be fun, and removing clerics and their magic from the game has the potential to make it less fun. Frustrating even. If a blown saving throw means the end-of-the-road for a PC...because there's no counter...the game becomes one of paranoia and waiting for the axe to fall. Will this be the week my character gets bitten by a spider or giant rat, or is flattened by one swing of the cyclops's club? The week that I need to roll up a new character because I had a single instance of bad luck?
Over the years, I haven't voiced all that many complaints about the B/X cleric. Fact is, I find the class as written to be pretty darn good. I like the lack of a spell at 1st level...I like the (slight) delay of gratification as the character needs to "earn her spurs" (or whatever). She's still plenty competent with good armor, turning ability, and saving throws. I like how the cleric (in B/X) can receive bonuses to melee from a good strength, which allows her to be even more effective in melee.
I think the cleric's HPs in B/X are modeled perfectly (D6 every level to nine with +1 per level after). The class's XP rate of advancement is just fine up through 8th level, though I wish there was a slowed rate beginning at name level (similar to the B/X thief). And I like the concept of clerical magic being different from arcane (magic-user/elf) magic, even if there is little difference in the mechanics.
But there is room for balance at the top end of the scale. I'm just going to put this out there: I've spent an awful lot of time with Holmes Basic over the last year or so...reading it, dissecting it, digesting it. And I've done this because I am extremely enamored with a couple-few things, and two of those things are Holmes's presentation of the cleric and the fighter. Unlike the thief and magic-user, there are no issues of scale with these characters at the low levels, and I find the de-emphasis on mechanical advantage (bonuses for ability scores, variation of weapon damage) to be a refreshing change of pace.
But there is still room for improvement at the "top end" of the spectrum...at least with regard to the cleric. B/X shows the pitfalls inherent in the extrapolation of the character class from its "basic" roots (the Cook/Marsh expert set was written to be somewhat compatible with Holmes, after all). It's not that I'm dissatisfied with the class as a concept...it's the execution in play (at least at the mid- to high levels) that I dislike. But going to the opposite extreme...removing the class altogether...makes for some tough row hoeing in your usual, dungeon-delving campaign.
Balance. Death in the game should be a setback, an inconvenience...it should give the players an interesting choice (do we spend the time and resources to bring this character back to life? or has the character 'run its course?'). It shouldn't be impossible...this is a fantasy world, after all. But neither should it be incredibly easy. And finding that middle ground needs to be applied to other "penalty effects" (poison, disease, level drain, etc.) in D&D.
Balance. The rules regarding petrification (and restoration of a petrified character) are just about perfect in my opinion. It's a rarely encountered effect (and one that has a save), but it is difficult to reverse requiring both A) a wizard that knows the spell, and B) has the willingness to burn a 6th level spell slot. Even a 14th level magic-user only knows a total of three 6th level spells (in B/X), and there are so many other good ones to choose from...disintegrate, invisible stalker, anti-magic shell, reincarnation, death, etc. Clerical magic doesn't require such hard choices...and that's a pity.
All right, enough rambling. Got to get back to something.
|Hard not to tip the scales.|