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<blockquote data-quote="Humanophile" data-source="post: 179468" data-attributes="member: 1049"><p>...Yeah, I'm talking about my game. You can phase me out here if you want to.</p><p></p><p>For a variety of reasons, I banned clerics in the last game I played in, and the party did just fine. Granted, it was low level and they had a paladin along, so I can't tell how it progresses as the party does, but...</p><p></p><p>First, curative potions are cheap. Curative wands even more so. If the party has someone with a divine spell list or Use Magical Device, give them a CLW wand at the first possible opportunity. If that doesn't work, realize that there will be other clericless parties out there, and let the party buy potions to heal their hit point damage, diseases, poisons, etc. as easily as they could in a CRPG. Hand out more treasure to compensate for the amount they'll have to spend on curing, but I personally think this is a good thing. Make curing a limited resource, and you'll encourage the party to only use it when they have to, instead of turning the cleric into McHealing.</p><p></p><p>Second, open up the arcane spell lists to pick up some of the spells you'd otherwise lack. I'm going to avoid the "curing wizards" angle for now, but I don't see any good reason for them not to have things like Deeper Darkness, Freedom of Movement, Create Food and Water, or Break Enchantment. Basically, if it doesn't heal wounds, and/or it undoes something that would either take the character out of play indefinately, let the wizard have it. Note for the sake of raising that a simple Limited Wish can mimic Raise Dead or Reincarnate, so don't feel the need to slide those over.</p><p></p><p>Third, for the love of whatever diety nobody worships, turn any reference to permanent ability drain into temporary ability damage. And lighten up on any "needs a blessed/holy weapon to damage". This shouldn't be too hard, but if anything in your adventure design looks like it's up a cleric's alley, tone it down. And finally, when you bring undead into play, look over the celestial/infernal template, and apply the same kind of CR mod to your now-unturnable undead.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 179468, member: 1049"] ...Yeah, I'm talking about my game. You can phase me out here if you want to. For a variety of reasons, I banned clerics in the last game I played in, and the party did just fine. Granted, it was low level and they had a paladin along, so I can't tell how it progresses as the party does, but... First, curative potions are cheap. Curative wands even more so. If the party has someone with a divine spell list or Use Magical Device, give them a CLW wand at the first possible opportunity. If that doesn't work, realize that there will be other clericless parties out there, and let the party buy potions to heal their hit point damage, diseases, poisons, etc. as easily as they could in a CRPG. Hand out more treasure to compensate for the amount they'll have to spend on curing, but I personally think this is a good thing. Make curing a limited resource, and you'll encourage the party to only use it when they have to, instead of turning the cleric into McHealing. Second, open up the arcane spell lists to pick up some of the spells you'd otherwise lack. I'm going to avoid the "curing wizards" angle for now, but I don't see any good reason for them not to have things like Deeper Darkness, Freedom of Movement, Create Food and Water, or Break Enchantment. Basically, if it doesn't heal wounds, and/or it undoes something that would either take the character out of play indefinately, let the wizard have it. Note for the sake of raising that a simple Limited Wish can mimic Raise Dead or Reincarnate, so don't feel the need to slide those over. Third, for the love of whatever diety nobody worships, turn any reference to permanent ability drain into temporary ability damage. And lighten up on any "needs a blessed/holy weapon to damage". This shouldn't be too hard, but if anything in your adventure design looks like it's up a cleric's alley, tone it down. And finally, when you bring undead into play, look over the celestial/infernal template, and apply the same kind of CR mod to your now-unturnable undead. [/QUOTE]
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