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Help me swing my players away from clerics
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<blockquote data-quote="Eldragon" data-source="post: 1441552" data-attributes="member: 3962"><p>The clerics in the party are almost always deity compatible. I encourage this. Its pretty rare for there to be more than 1 alignment step away from each other. The players do this to improve the role-play experience and reduce party infighting. However limiting all clerics in the party to one god may solve the problem, I Have not tried that. Roleplaying is also strong. I hand out large XP bonuses for role-playing. The usual game session has 1 to 3 battles, and the rest rolplaying (over an 8 to 12 hour period). So a lot of roleplaying goes on, no problem there.</p><p></p><p></p><p>Tailoring a campaign for players who are clerics might annoy PCs who are not clerics. Certainly a valid idea, however.</p><p></p><p>I have no problem with people who play clerics because they like the concept, but this party has a lot of clerics who play them because they like the munchkiness of them. As a matter of personal play style, I don't like to limit the classes the players have to choose from. e.g. Doing an all wizard game would certainly be cool, but I have a player who sticks to rangers, barbarians and druids because he likes the concept.</p><p></p><p>The typical campaign starts with a very diverse party. Then a PC dies and the player comes back with a new PC...a cleric. The preceding sentence then repeats until we have 3 to 4 clerics in the party. I am a little sick of seeing so many clerics, so I am looking for ways to nudge the party makeup a little.</p><p></p><p>I like my players, they do a good job. I'm as bad as a rules lawyer and munchkin as they are. I am usually the DM cause A) I like to do it, and B) I am good at making stuff up as I go along.</p><p></p><p></p><p></p><p>I view muchkining as the maximizing of ones character via the use of rules loop holes, oversights, and imbalances. This is certainly the fun part about 3.x DnD for many people (myself included).</p><p></p><p>Rules are never twisted as you describe. When a player is caught doing that (and I test them) It results in a large XP loss for the session. We have a strong set of house rules that fix much of the unclear issues and the really broken rules. However some of the players have every word of the PHB memorized, and if I screw up, I hear about it in about 3 seconds. I actually had to ban talking about rules during combat to keep things moving. With all of the DnD books available, there are a lot of feats and spells. The combinations thereof can make for some pretty powerful characters. Thats a part of 3.x DnD. Banning everything that can be abused will ruin the game experience for me and all my players. We LIKE exploiting the rules. The core problem is that the players have come to the conclusion that there are more exploits for clerics than with any other class. Thus, I made this topic.</p></blockquote><p></p>
[QUOTE="Eldragon, post: 1441552, member: 3962"] The clerics in the party are almost always deity compatible. I encourage this. Its pretty rare for there to be more than 1 alignment step away from each other. The players do this to improve the role-play experience and reduce party infighting. However limiting all clerics in the party to one god may solve the problem, I Have not tried that. Roleplaying is also strong. I hand out large XP bonuses for role-playing. The usual game session has 1 to 3 battles, and the rest rolplaying (over an 8 to 12 hour period). So a lot of roleplaying goes on, no problem there. Tailoring a campaign for players who are clerics might annoy PCs who are not clerics. Certainly a valid idea, however. I have no problem with people who play clerics because they like the concept, but this party has a lot of clerics who play them because they like the munchkiness of them. As a matter of personal play style, I don't like to limit the classes the players have to choose from. e.g. Doing an all wizard game would certainly be cool, but I have a player who sticks to rangers, barbarians and druids because he likes the concept. The typical campaign starts with a very diverse party. Then a PC dies and the player comes back with a new PC...a cleric. The preceding sentence then repeats until we have 3 to 4 clerics in the party. I am a little sick of seeing so many clerics, so I am looking for ways to nudge the party makeup a little. I like my players, they do a good job. I'm as bad as a rules lawyer and munchkin as they are. I am usually the DM cause A) I like to do it, and B) I am good at making stuff up as I go along. I view muchkining as the maximizing of ones character via the use of rules loop holes, oversights, and imbalances. This is certainly the fun part about 3.x DnD for many people (myself included). Rules are never twisted as you describe. When a player is caught doing that (and I test them) It results in a large XP loss for the session. We have a strong set of house rules that fix much of the unclear issues and the really broken rules. However some of the players have every word of the PHB memorized, and if I screw up, I hear about it in about 3 seconds. I actually had to ban talking about rules during combat to keep things moving. With all of the DnD books available, there are a lot of feats and spells. The combinations thereof can make for some pretty powerful characters. Thats a part of 3.x DnD. Banning everything that can be abused will ruin the game experience for me and all my players. We LIKE exploiting the rules. The core problem is that the players have come to the conclusion that there are more exploits for clerics than with any other class. Thus, I made this topic. [/QUOTE]
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