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RANT - Obsession with Clerics
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<blockquote data-quote="Runesong42" data-source="post: 2094265" data-attributes="member: 10578"><p>Now, I know I'm asking for trouble for bringing this up, but I'm starting to get a little tired with reading threads about parties without Clerics and people insisting Clerics are an essential part of an adventuring party.</p><p></p><p>More specifically, I've noticed a trend that DM's like to add a "tag-along" Cleric to bolster and heal the party where needed.</p><p></p><p>Here's the way I see it. If someone in the player's group really wanted to be a Cleric, or felt they needed one, they would play one. It's true that Clerics have fallen into the stereotype as healer and buffer, and it is a difficult stereotype to overecome unless you over-compensate by RPing religious issues out the wazoo. I know it's a role-playing game, and Clerics fill the "role" of healer, but it's just silly to suggest a party "needs" a Cleric just because they don't currently have one. That's what the PC's are earning their hard-earned treasure for - to keep themselves alive. Let them support their local economy by tithing to the church in exchange for magickal services. Let them hire a Cleric on a part-time basis. Heck, attracting cohorts is an excellent idea, but don't just tack on a Cleric because "they don't have one". Make the PC's sweat without having a safety net of magickal protection and healing. I would. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>On a grander scale, one could even create a campaign where religion is on a decline, and healers are few and far between. They become too valuable within their churches to wander about and smite monsters. Then, if the players decide that being a Cleric is all that, they'll play one. I always want my players to play what they want, but I don't feel that a "tag-along" Cleric is a warranted addition. It creates more headaches for the DM, having to remember to bolster the PC's before they fight the very monsters the DM has set up for them to conquer! It's kind of like shooting yourself in the foot - having no cleric greatly increases the possibility of serious PC injury and/or even death. But again, that's what treasure's for, right?</p><p></p><p>Maybe it's just me; maybe it's just the mood I'm in. But I read post after post about Clerics being an add-on to parties and I just want to believe that there are some players who actually enjoy Clerics as an RPing class and not a healing battery. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[/RANT]</p><p></p><p>- Dru</p></blockquote><p></p>
[QUOTE="Runesong42, post: 2094265, member: 10578"] Now, I know I'm asking for trouble for bringing this up, but I'm starting to get a little tired with reading threads about parties without Clerics and people insisting Clerics are an essential part of an adventuring party. More specifically, I've noticed a trend that DM's like to add a "tag-along" Cleric to bolster and heal the party where needed. Here's the way I see it. If someone in the player's group really wanted to be a Cleric, or felt they needed one, they would play one. It's true that Clerics have fallen into the stereotype as healer and buffer, and it is a difficult stereotype to overecome unless you over-compensate by RPing religious issues out the wazoo. I know it's a role-playing game, and Clerics fill the "role" of healer, but it's just silly to suggest a party "needs" a Cleric just because they don't currently have one. That's what the PC's are earning their hard-earned treasure for - to keep themselves alive. Let them support their local economy by tithing to the church in exchange for magickal services. Let them hire a Cleric on a part-time basis. Heck, attracting cohorts is an excellent idea, but don't just tack on a Cleric because "they don't have one". Make the PC's sweat without having a safety net of magickal protection and healing. I would. :) On a grander scale, one could even create a campaign where religion is on a decline, and healers are few and far between. They become too valuable within their churches to wander about and smite monsters. Then, if the players decide that being a Cleric is all that, they'll play one. I always want my players to play what they want, but I don't feel that a "tag-along" Cleric is a warranted addition. It creates more headaches for the DM, having to remember to bolster the PC's before they fight the very monsters the DM has set up for them to conquer! It's kind of like shooting yourself in the foot - having no cleric greatly increases the possibility of serious PC injury and/or even death. But again, that's what treasure's for, right? Maybe it's just me; maybe it's just the mood I'm in. But I read post after post about Clerics being an add-on to parties and I just want to believe that there are some players who actually enjoy Clerics as an RPing class and not a healing battery. :) [/RANT] - Dru [/QUOTE]
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