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Does anyone miss the generic cleric?
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<blockquote data-quote="diaglo" data-source="post: 1228390" data-attributes="member: 2885"><p>players in my campaign...pre-Supplement IV. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>made active choices for how they thought the religion of their characters worked. they spelled it out for those seeking their aid. whether it meant conversion to the religion or the price of the healing.</p><p></p><p>had one cleric use leeches and scarring (caused damage) before he cast cures. ouch. the cure could kill just as much as help.</p><p></p><p>used the choice of weapons. much like the introduction of "favored weapon"</p><p></p><p>some clerics avoided particular spells altogether. while others "invented" their own. magic-users weren't the only class to research spells.</p><p></p><p>we required a quest to gain the "next" level. which meant spells too. and we used much like 1ed did later the use of servants to answer prayers (aka angels) or demigods or gods for higher powered spells. all of these were gained thru quests.</p><p></p><p>so as each player built his character they took on a role much different from any other. yet mechanically they could appear similar.</p><p></p><p>edit: Plus we rolled 3d6 6 times in order. so even if your stats said be a fighting man. the player may still have picked cleric. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="diaglo, post: 1228390, member: 2885"] players in my campaign...pre-Supplement IV. ;) made active choices for how they thought the religion of their characters worked. they spelled it out for those seeking their aid. whether it meant conversion to the religion or the price of the healing. had one cleric use leeches and scarring (caused damage) before he cast cures. ouch. the cure could kill just as much as help. used the choice of weapons. much like the introduction of "favored weapon" some clerics avoided particular spells altogether. while others "invented" their own. magic-users weren't the only class to research spells. we required a quest to gain the "next" level. which meant spells too. and we used much like 1ed did later the use of servants to answer prayers (aka angels) or demigods or gods for higher powered spells. all of these were gained thru quests. so as each player built his character they took on a role much different from any other. yet mechanically they could appear similar. edit: Plus we rolled 3d6 6 times in order. so even if your stats said be a fighting man. the player may still have picked cleric. ;) [/QUOTE]
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