Tuesday, September 17, 2019

How Common Are Clerics?

How common are clerics?

In AD&D and going forward the official literature seems to indicate that people are busting out with miracles left and right. Every village has a cure light wounds guy. Every city has a raise dead guy. And so forth.

The simulationist in me balks at this. The gamist balks too.

If you have a guy running around healing broken legs and so forth (or even curing diseases) then that’s going to change the demographics of a town. It also means that being irreligious or unobservant is kind of out. I mean, miracles left and right, right?

Same with clean water and safe food and a diminished fear of dark and frightful places fraught with disease and the restless dead. In other words, things are way less scary than maybe they should be. More folks would be adventurous and fewer would need to become adventurers. The world would be tame, which doesn’t fit with d&d at all.

Worldbuilding-wise it means that the assumptions of danger and fear of the unknown are diminished. It means fear of harm and death are diminished for the characters in their world.

And at the table, the same reduction in fear of harm means that the risk - that which creates meaningful drama - is also lessened. Less drama = less fun.

Therefore I have decided to make spell-using clerics rare and restrict them further than that, but also give common folks some pseudo-cleric power. Like so:

Not every religious figure can perform miracles (cast spells.) Just a very few special men and women can do it - people like Moses and Jesus and some of the prophets. In fact if you look at the early cleric spell list you will see an abundance of spells simulate miracles performed in the Bible. In fact clerics who can perform miracles might be outcasts, hermits, or otherwise viewed with suspicion. People may offer to pay them to teach the secrets of their tricks.

FURTHERMORE, and this is important, these clerics can’t just bust off miracles whenever they want to. On adventures they can. In dramatic situations they can. But they can’t just heal your broken leg in town or force you to tell the truth when haggling over the price of donuts. Miracles only happen when you really need them.

But on the upside, clerics of all kinds have a chance to diagnose monsters from their studies, knowing something useful about a strange beast on 3-6 on d6. Turning is also linear rather than with a 2d6 triangle-shaped probability distribution so it’s more likely they can turn higher-level bad guys.

For lay people, if they are Lawful and attend church, they can hold undead, demons and devils at bay with a holy symbol as a cleric of half their level. They can’t turn or destroy these entities but can hold them away indefinitely.

That’s how I do it. PC clerics are still powerful; churches function mostly as they do in real life; and commoners have a fighting chance against monsters as they come up.

13 comments:

  1. If you were a peasant would a miracle be an obvious miracle or would you think perhaps it was another sorcerer scamming the folks for some reason? Or perhaps Devils and demons and nature spirits might be the source of the magic and not an actual Diety. If you open up the world you open up the world to every possibility.

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    1. Hi Ruprecht. Thanks for the vine.

      I think it would be obvious that the miracle is different from a magic user spell because of cultural and thematic cues, but the source of the power would not be. Wizards are academics. Even if they go mad with age they are a different kind of person with a different kind of weird lore.

      That some miracles are from devils? Who could say except those with a lot of experience with clerics?

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  2. The benefits of miracle workers being common is counterbalanced by the fact that a lot of threats that were imaginary in the real world (curses, possession, vampires, lycanthropes, etc.) are very much real in D&D world. Common disease outbreaks aren't as much of a threat as there's likely someone within a day or two's travel who can cure disease, but packs of predatory ghouls (and worse) very much are. Religion in D&D world isn't about faith and belief - it's all very concrete and transactional. You attend church services and tithe because you know at some point you're going to need protection from the monsters, and the clerics are the ones best equipped to provide it (at least if you're a 0-level peasant).

    That said, I like the feel of OD&D clerics not getting any spells until 2nd level, and not getting a decent number of spells until about 6th level. I understand from a game-design perspective why AD&D bumped that up, but it does change the dynamic of the game-world in ways I'm not sure were really thought through at the time.

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    Replies
    1. Hi Trent, thanks for your reply.

      You make good points about the relatively low power of OD clerics at low levels. This is something I’m modeling differently at the table but the idea is the same.

      Delete
  3. If you go with clerics in every villages, and I Have with the Majestic Wilderlands, the problem is that they have no intellectually theory that allows them take full advantage of the divine powers/spells they have.

    My assumptions is that 3rd level represent the "professional level" while 1st and 2nd level are skilled apprentices type. So most villages have a 3rd level cleric heading up the local shrine/temple/church.

    That 2 first level spells per day. Which does include Cure Light Wounds and Purify Food & Drink.

    However Purify Food & Drink only operates 12 man days worth of food.

    So what I see happening is that the Lord's household will have the local priest "blessing" important meals. Or the priest will spend a couple of days blessing the food for a feasts. But otherwise the food would be preserved as it as there are too many people for the cleric to keep up with.

    As for Cure Light Wounds, that is great for trauma, but does little for chronic conditions. And nothing for diseases.

    For disease you would have to go the local bishop (6th level) of which there will only be one per region. Again the bishop impact will limited to the powerful and wealthy with the occasional cure for anybody who had a disease known to be infectious in the sense of causing plagues. For example somebody showing signs of smallpox would get an immediate visit from the local bishop. Or cured from a stock of Cure Disease Potion kept on hand for this kind of thing.

    But they have no theory of disease so in the case of a widespread plague the local cleric hierarchy will be quickly overwhelmed.

    My opinion that overall life would be around 20% better with the lows still as bad as our own history for everybody except for the elites. But then lows were not as bad for the elites in our own history either.

    That 20% more wealth, 20% more population, 20% more food, and so on. It means that there are more average years. It also means there is likely more oppression as one source of social change is gone. In Europe was the labor shortage caused by the Black Death caused the survivor to have more leverage.


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    1. "Again the bishop impact will limited to the powerful and wealthy"

      So much role playing potential in having a few corrupt Bishops. Might end up with some kind of reformation if they aren't careful.

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    2. And until that world has it enlightenment and industrial revolution. The leaders of the reformation will be come the new elites thus repeating the cycle (and setting the stage for the next round of adventures) :-)

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    3. Rob, I’m honored by your visit. Thanks for the reply and analysis.

      Your ideas are internally consistent and logically sound. I like how you’ve thought out the game/tactical impact as well as the simulation/worldbuilding impact.

      I start from how I imagine the world would be and work backward so my assumptions are slightly different from yours and so my conclusions are slightly different.

      Btw I do look forward to purchasing your MW maps!

      Delete
    4. Appreciate the compliment.
      As for your point I concur. I think one should start with what they want to run and then assemble the rules to reflect that. If that means no divine magic or classes then so be it. That how the setting works.

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  4. I recommend doing away with them entirely. My game hasn’t suffered one bit. No healing means more tension, careful adventuring, perhaps shorter excursion: but who cares? More downtime for natural healing passes in an instant between sessions.
    https://alexschroeder.ch/wiki/2019-02-08_Still_No_Clerics

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    Replies
    1. Hi Alex! Thanks for the vine.

      I did cover this in a previous post years ago before I started to added tags to my entries. Clerics are not an essential fantasy archetype. I respect people who play without them, as I respect people who play without thiefs.

      Delete
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