2025-05-08 I am not interested in clerics ========================================= I noticed a bunch of posts on the topic of clerics. I got them via the fedibot that reposts the blogs from the OSR Discord server (@osr@social.alexschroeder.ch, feed RSS). They all linked back to Emergency Bandwagon: Conclave Edition: > The Pope has died. A new Pope, his hour come round at last, > slouches towards the Chair of Saint Peter to be ensconced. In the > meantime, WE BLOGGING. > > A new challenge for bloggers: write something in anyway related to > clerics (perhaps particularly their hierarchy and rituals?) and post > it between when the conclave begins on May 7 and when the smoke > emanates from the chimney indicating that a new Pope has been > selected. That made me laugh. Clerics really seem to stir people up! > I really don't like the cleric class. – Splitting the cleric into > the Holy Trinity > > I don’t like clerics and never really have. – Divine Magic Works in > Mysterious Ways > > Of all the classes, the cleric strikes me as the dullest—so let's > fix that. – Kill Clerics, Become Warlocks In my own house rules, there have been no clerics since 2016. Back in 2019 I reported that I had still no clerics. And I still don't. I also never went back to using "paladin" abilities as mentioned in that "no clerics" post and I never went back to using reputation for "divine favour". As @phf@tabletop.social of ((nil) is (not(null))) also uses these house rules to run Barrowmaze and I'm an occasional player, I get to use the rules from the player side, too. And it works! It works even if the whole dungeon is filled with undead. It's just harder. I encourage you to give it a try. An adventure that requires a specific class to be in the party is a dull adventure. Therefore, all adventures can be played without clerics. It might be a bit harder, or it may feel different, but it can be done. And I'm by no means a fanatic. I've played clerics. In my Arden Vul game, we use AD&D 1st edition rules. And there are clerics, of course. It's OK. I don't mind. The undead turning doesn't really make much of a difference. And the highest level cleric just recently started multi-classing as a magic-user. In a way that seems to validate my idea: There are no clerics. Cleric spells are regular spells and magic-users can learn them, if they want. If you want to cast spells and wear armour and wield weapons, play an elf. That brings me to another idea: I am thinking that we maybe don't need all these classes. We just need fighters and wizards and a multi-class options. If experience always double for the next level, then a fighter-wizard – what used to be an elf – is a level below their peers. Which is exactly the effect of double experience point requirements for elves in B/X or how OD&D elves work where you need to pick fighting elf or spell-casting elf at the beginning of the adventure. That leaves the question of whether comparison: One extra level of wizard is powerful, for sure. Is an extra level of fighter powerful? Probably not so much. A fighter with no wizard levels is simply easier to play. But that's a thought for another day – and no excuse to bring clerics back. #RPG #Halberds_and_Helmets #Clerics 2025-05-08. Best quote by @mdhughes@appdot.net: > The only reason they were ever in the game was Gary had an annoying > vampire PC, and rather than do anything OOC (unaware that Rousseau > had published The Social Contract in 1762), he made a grudge class > for someone else. – Dungeoning & Dragoning and My New Rules, No > Clerics Allowed