Cleric limits

Endov Usall

First Post
In my Sunday night group our DM put a new rule into play everyone hated it, but it really helps focus clerics. We play in the realms with the full pantheon of gods.. Clerics are limited to the spells that there god supports. Only being able to cast from 3-4 spheres. Our ussual cleric of Moradin through a huge fit when this rule came into play, and is now playing a druid. (he's not very good at it since he's one of the greediest players I've ever met, with the exception of myself ofcourse)


Does anyone think this restriction on clerics is too harsh? What if any changes would you make to clerics?
 

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Such a rule would be fine from the start.

Implimenting it after character creation is bad.

If said dwarf lost access to spells he previously made heavy use of, I do not blame him for being mad.
 

Kick da clerics butts!

I used even harsher rules.

Being a low magic setting, I didn't allow clerics at first, then allowed them to start with only a few nice spells plus their domains which they "knew". As divine rewards they were given new spells now and then. And NO spells like animate dead for good clerics, no bane or doom either.

That's harsh, but I liked it. I thought about that house rule someone proposed to skip spontaneous healing for clerics and let them skip prepared spells for their domain spells, but the players complained :)
 

Tsyr,

It was at the start of new campaign our characters were just hunted down and slaughtered by a Dragon Revenant. stuff like that always happens when our characters get near level 10, we've been with our DM for 2 years and he is great but I swear he hates high levels.
 

Endov Usall said:
Does anyone think this restriction on clerics is too harsh? What if any changes would you make to clerics?

Read the thread "If I eliminated the cleric class...."

My problems with clerics are several. First, they make it possible for the party to run heedlessly into any situation, because they know they can be healed. Second, I think their combat skills + casting + undead turning make them overpowered. Third, I don't think they get played well very often.

Regardless, I don't think it's generally a good idea to change the rules in mid-campaign. If my character lost some abilities she previously had just because the DM wanted to change the rules, I would be annoyed too. The DM could at least build the change into the story. Something along the lines of the god getting angry at the cleric and taking away some powers. This would have the benefit of generating a quest to appease the god, which might or might not work. Heh. You said the player was greedy? Well then, that would be an excellent reason for the god's anger, and would also encourage the player to change their behavior.
 

Yeah !

Clerics overpowered! Turning, spellcasting, granted powers, fighting like a fighter, healing better like a wand of cure critical wounds!

Cut them down !
 

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