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Help me convince my players that the Cleric is cool
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<blockquote data-quote="The Thayan Menace" data-source="post: 1701561" data-attributes="member: 18307"><p><strong>The Perils of D&D Anticlericalism: NEVER Leave Town Without a Priest</strong></p><p></p><p>Although I suppose one might be able to pull it off, playing D&D without a cleric is tantamount to campaign suicide. Even if the PCs pay for clerical services elsewhere, the higher level costs (esp. for those pesky <em>resurrection</em> spells) will be quite prohibitive.</p><p></p><p>Still, I empathize with PC clerics that feel disempowered at low levels because they are busy dumping their battle spells for healing magic.</p><p></p><p>So far, the suggestions already presented for picking appropriate martial domains are excellent countermeasures to avoid this brand of clerical disenfranchisement.</p><p></p><p>Still, I would like to propose another option that many of you probably use already.</p><p></p><p><span style="color: Red">Here it is:</span></p><p></p><p>Encourage your players to purchase low-end curative wands (such as the cost-effective <em>cure light wounds</em> "downtime" stick) with party funds.</p><p></p><p>Then, the party cleric can devote more of their spell selection to bring divine wrath against your enemies instead of curing everyone's minor ailments.</p><p></p><p>Let's face it. In a world that is crawling with extraplanar evil and undead minions, leaving town without a cleric will probably get someone killed.</p><p></p><p>Besides, some campaigns actually use the Diplomacy skill (and many priests are quite handy with it).</p><p></p><p>Agreeing to bolster your cleric's healing magic with charged items is a compromise that your party can live with (literally).</p></blockquote><p></p>
[QUOTE="The Thayan Menace, post: 1701561, member: 18307"] [b]The Perils of D&D Anticlericalism: NEVER Leave Town Without a Priest[/b] Although I suppose one might be able to pull it off, playing D&D without a cleric is tantamount to campaign suicide. Even if the PCs pay for clerical services elsewhere, the higher level costs (esp. for those pesky [I]resurrection[/I] spells) will be quite prohibitive. Still, I empathize with PC clerics that feel disempowered at low levels because they are busy dumping their battle spells for healing magic. So far, the suggestions already presented for picking appropriate martial domains are excellent countermeasures to avoid this brand of clerical disenfranchisement. Still, I would like to propose another option that many of you probably use already. [COLOR=Red]Here it is:[/COLOR] Encourage your players to purchase low-end curative wands (such as the cost-effective [I]cure light wounds[/I] "downtime" stick) with party funds. Then, the party cleric can devote more of their spell selection to bring divine wrath against your enemies instead of curing everyone's minor ailments. Let's face it. In a world that is crawling with extraplanar evil and undead minions, leaving town without a cleric will probably get someone killed. Besides, some campaigns actually use the Diplomacy skill (and many priests are quite handy with it). Agreeing to bolster your cleric's healing magic with charged items is a compromise that your party can live with (literally). [/QUOTE]
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