Showing posts with label Cleric. Show all posts
Showing posts with label Cleric. Show all posts

Sunday, December 20, 2015

An elegant solution to the cleric problem

I've been debating writing up my ideas for an improved 5e cleric class, and have a few that I really like. The idea is to make the cleric a much more versatile and customizeable class, rather than what the cleric is now. To that end, there's a few simple fixes. Conceptual at the moment, I might mock up a version later. I'll say cleric and priest interchangeably, but I might ultimately call it a priest because there's not a real reason you couldn't also use the cleric class in the same game as this priest.

Spells and domains. The cleric spell mechanism is stupid. For some reason, they're much more flexible than wizards in their spells known (two bonus domain spells for spell levels 1 through 5!) and any increase to the number of cleric spells automatically makes all clerics more versatile. I think there's a solution to this problem (that I've written about twice before) to be found via Astonishing Swordsmen and Sorcerers of Hyperboria: just give them a few spells per level. When clerics and druids have a whole list to choose from, its unbalanced. Wizards have to work to expand their list of spells knowable, so why can't clerics? Originally, clerics had a thematic and reasonable spell list which wasn't too big, so why not keep it that way? Then, you can expand the list with a few simple mechanisms. I think it would work something like this:

1) All clerics have access to a small set of pretty iconic priest spells. This is basically the sphere of All from 2nd edition, with a few staples in it like bless and protection from good/evil. So make that 2-3 spells per spell level.

2) Add to that a couple iconic domain spells. All clerics of a specific faith gain the training/insight of their deity or aspect of the deity. This is largely what happens in 5e, and similar to gaining one or two spheres in 2nd edition.

3) Add one more layer to the system, where, based on a cleric's wisdom, you gain a few bonus spells for insight. This allows a player to pick 1-5 additional spells per spell level that a cleric can add to their list which are derived through piecing together obscure bits of theology or delving deeper into the mysteries of their faith. These might be restricted to secondary domains or spheres, but means the player has a finite set of possibilities. This could be ditched simply by expanding the universal cleric list a bit (still restricted from what it currently is), but I like the idea of being able to pick a few additional spells that others of your order might not have access to.

4) As is, you keep prepping spells normal-like, you just create a custom list for each priest. Its definitely not as simple as the current system, but I could imagine two clerics of Lolth in a drow game with different spells this way.

Cross this spell system with a vocation system. Just like fighters or thieves choose an archetype at 3rd level, why not give clerics another meaningful choice? Priests would have a few distinct options:

A) Crusader. The militant of the faith. This option would get a few combat bonuses, like weapon and armor training and extra attack.

b) Evangelist. This is the skillful priest, who gains expertise in persuasion and performance. Alternately you could reword this as votary so the archetype is trained in the deity's ways, so it might cover thief skills for a god of thieves or knowledge skills and tools as appropriate. Or maybe they're two distinct options.

c) Theurge or mystic. This is the caster priests, who probably gains a few additional spell options and maybe a "divine recovery" for a few extra spell slots. You could get halfway to wizard by allowing a theurge to maintain a ritual book as well, giving them more rituals (or a limited number of rituals, like 1 their wisdom modifier).

d) Prophet. A cleric free from the heirarchy, the prophet might lose some basic spell training but gain some big guns and granted powers.

This makes a cleric about as complex as a warlock, with two meaningful choices (domain/deity at level 1 and vocation at level 3).  And I can imagine a game in which the party all follows one deity yet has multiple clerics in the group actually working.

Tuesday, August 18, 2015

The cleric is broken: or, how the eff do I give clerics (and others!) new spells...

I'll admit it: I legitimately believe that the 2nd edition specialty priest was one of the best forms of the Cleric class. But we live in a post third-edition world (and first-edition and before are part of that world too), and I have a legitimate dilemma. How the eff do I give clerics new spells..? (I've noted this before.)

Clerics, since time immemorial, have always had access to their entire spell list. The problem is that every book that expands the cleric spell list directly expands the cleric's versatility and therefore power. The conflict is: certain gods should grant certain spells, but the cleric class doesn't have a great mechanism for gods granting spells.

The genius of second edition (at least following on the heels of the 1st edition Dragonlance Adventures) was dividing cleric spells into spheres. You could easily assemble a list of spells known based on spheres, and new spells were simply added to the list of spheres. It wasn't perfect, but at least each book with new spells didn't automatically add to each priest's selection. And those that did add were reasonably appropriate.

Now, I wish 3rd and 5th edition had expanded domains a bit, such that each domain granted more than a couple spells at each level. Ultimately that would be like an expanded second edition sphere of all but more distinction between deities/domains. It still suffers because there's no way to grant appropriate spells to a cleric of Isis and not to a cleric of Horus or Set. The problem remains: expand the cleric list, you do it for all or none (or specifically just to a few).

So I'm considering running a 5th edition assorted Saturdays game here in faraway and need to decide how to integrate spells from the Elemental Evil stuff or the Necromancer Games' Book of Lost Spells. I'm picking on the cleric here, but most D&D classes are now like this: bards, clerics, druids, fighters (eldritch knights), rogues (arcane tricksters), sorcerers and warlocks [Edit: forgot paladins & rangers!] all have the same basic problem. However, there's a few options.

1) Just fucking add them for everyone. This is the least satisfying option.

2) Let some appropriate spells overwrite generic spells. This is say I offer detect disease or putrefy food and drink in exchange for some spell on the regular list. This is reasonable at each spell level, and requires the DM (i.e. me) to decide which spells belong to a particular deity, patron, or whatever-the-fuck bards and sorcerers use for gaining spells. Its reasonable, but also unsatisfying.

3) Discovery. Through mystic tomes, journals from dead mages, runestones, or whatnot I could add spells to particular characters' lists. This is still in the DM's hands, and could be combined with option #2 I suppose. The thing is... there's no real reason why bards couldn't have found a particular spell anyway. For bards and sorcerers this is a bit more satisfying as they basically just add to a set list of spells known. For clerics and druids, this is less exciting because, by the rules, it seems like their god should have either granted the spell from the get-go or not.

4) Replacement. This is like #3 but without discovery. Here I (i.e. the DM) just arbitrarily replace some spells on a PC's list with others. Doesn't motivate anyone to discover new shit, but it is reasonable.

5) Bonuses. Like #4, but based on spellcasting stats. Essentially, the DM gives bonus spells to particular characters based on their spellcasting list. So a Cleric of Ptah with a +3 wisdom bonus would add 3 additional spells of the DM's choice to their list. I like this option, but it might be hard to come up with that many spells per level. Simply replacing the bonus/level with the bonus spread across levels this would be pretty manageable, or maybe double the bonus across levels (so that +3 bonus translates to six added spells of whatever levels are appropriate). The problem with this option is finding the right number of additional spells for any given priest. That's 5 or 10 depending on wisdom scores, I suppose. Thankfully the Book of Lost Spells does provide quite a few, but there might not quite be enough great options for any given priesthood (or bardhood, druidic cult, sorcererous bloodline, or warlock patron).

I'm obviously still brainstorming a bit, but option 5 seems like its the best. Its DM-sensitive, but gives some customization to different types of cleric (or bard or druid or sorcerer or warlock) without stupidly expanding each class's spell list. I'm still looking for something better. I'm thinking combining #3 Discovery with #5 Bonuses, but ultimately anything that could be discovered also feels like it could be a bonus. If deities are active in the world, I suppose one-off spell options could be given as well: Isis knows her agents may need a Detect Curse spell and offers it on one particular occasion. 

Sunday, June 14, 2015

Scimitars against the Dark and the magic in dream Al-Qadim campaign

I still have this dream Al-Qadim campaign I'd like to run, and reading through Spells & Magic lately, I've been thinking of any rules alterations I'd want to do. The key thing that sticks in my brain is those nifty alternate magic systems. Channelers, Witches & Warlocks, Alienists, Defilers & Preservers, Ritual Prayer, Conditional Magic... That could be game-changing stuff.

But I can't find any info on it online. Did anyone use these in play? Was one of the systems horribly broken or easy to abuse? Do they mix well in the same game?

The obvious first thing to do is assign different magic systems to different classes. Start with the priests:

Hierarchy Priests (Pragmatists, Ethoists, Moralists) - Ritual prayer. These folks follow the rules and gain their religion's power through rites and rituals. It may take longer to cast a spell if they do the right thing, but they can save some power by taking time to do it right and/or make a spell more potent with the right sacrifices or time.

Free Priests (Mystics and Kahins) - Conditional Magic. These free priests gain their power through investments and dedication. When they act in their deity's interest, their spells are quite potent. If they act against their deity's will, their spells are reduced.

Hakimas - Technically free priests, but neither of the previous magic systems seem appropriate. I'm leaning towards channelling, but it doesn't quite seem like they should be weakened by the cosmic insights they are granted. There's not a real established Hakima code to build conditional magic out of though, nor is there some Hakima rite to base ritual prayer off of. So I'm a little stumped.

Moving on to the wizards, its also nebulous here. I'm not sure if its unfair to have two types of priests use a different system than wizards, but there's baggage on a few of the ends.

First off, channelling seems reasonably appropriate, even if it were to be shared with the Hakima. I want to keep the Brotherhood of True Flame in the setting, others are so minor it's hardly important.

Second, either warlockry or alienism seems like it could be grand for the setting, but they don't fit with the Brotherhood of True Flame. They'd be great for a Scimitars Against The Dark type game though, and alienism fits the sungazer wizard kit in that Scimitars.. article in Dragon Magazine. But in a world where magic is gleaned from demons or the dark between the stars (or monsters that existed before time was?), where is the role for the Brotherhood? The sword-and-sorcery that I've read generally eschews wizards' guilds because wizards are power-hungry madmen, so maybe alienism isn't the worst. Warlockry kinda steps on the Sha'ir's feet though. Also, alienism really would force a Scimitars Against the Dark type game where I'm not 100% sure that's what I'd be into.

Speaking of the Sha'ir, even if Alienism is adopted for most wizards, alienism certainly doesn't fir the Sha'ir. Then again, the sha'ir also has a unique magic mechanism, so maybe an alteration there isn't needed after all. Though channelling would be fitting, it would just hinder the Sha'ir more: they're already pretty limited in terms of spells they get to cast, and channelling wouldn't really limit the Sha'ir much because they'd be resting a bit while their gen fetches a new spell anyway.

Then there's the Rawun. Bards are spellcasters in AD&D, so what's their magic system. And there's paladins and rangers too, but I suspect paladins could be ritual and rangers could be conditional no problem. But bards get a good number of spells. Should every rawun go bad from learning cosmic secrets? Probably not. So I'm tempted to give them channelling like the Hakima, but that seems crappy too.

Best case thus far, I'm just doing stuff for priests other than the Hakima. Maybe its not worth it after all. Or maybe channelling can be just used for the mages (not sha'ir), bard, paladin, ranger, and hakima. Alienism might really shake up the setting a bit (what if you eliminate non-free priests as spellcasting options?), but it might do too much.

The other major problem here is these variants are only applicable to an OSR or 2nd Edition game. This would majorly impact the balance of things in 5e. One reason, I suppose, why I like how older editions are still more customizeable.

Tuesday, March 17, 2015

A failure of 5e: Cleric and Druid spell lists

I was (perhaps foolishly) reading some forum posts about the new Elemental Evil materials for D&D. Besides the usual gripes which amount to wanting more material, I've been thinking about how the new spells affect clerics (not at all) and druids (uncertain).

See, what they did was provide about 40 new mostly-elemental spells. They provided lists saying which spells can be taken by which classes, and one of those is the druid (cleric and paladin were left out). But there's an interesting caveat:

"Your DM might add only a few of these spells to your druid’s spell list. For example, if your druid is from a coastal region, the druid might have access only to the new water-themed spells." (Elemental Evil, p12).

Now, what has historically happened is every new spell in the game is available to the proper class. But everyone other than Clerics and Druids has a mechanic for how they "know" that spell. Wizards have to get a copy in their book (now you get a couple free when you gain a level, otherwise you have to seek it out) and other classes simply gain a new spell at each level (or thereabouts). Clerics and druids know every spell on their list, so when their list is expanded the classes just get that much more versatile.

This, I think, is a problem. But is there a solution?

Obviously for Elemental Evil they say: its the DM's choice if your druid can use all or only some of these. A reasonable thing to do at this point. As a DM, I think I'd simply ask the player to suggest which of those spells she would want access to and remove a few from the druid list that seemed less appropriate (i.e. a coastal druid might gain more water spells and lose fire ones).

But this is ultimately a little unsatisfying big-picture-wise. What you want is a good mechanism to allow all clerics/druids to have a universal set of core spells, and then provide additional ones based on their domain/circle/what-have-you. They did this, to an extent, with the bonus domain/circle spells. So its easy to instead customise those bonus spells instead of the list as a whole. But then we've still kinda got two different lists of bonus spells.

I'm not sure what the solution is here. With at most 40 or so spells, a little customization isn't bad. If they add another 20-40 spells in 6 months though... and another 50-100 spells a year after that... the problem balloons into an outrageous bloated system.

It sounds like the Cleric/Druid need a slight redesign that they don't want to do. A cleric might "know" a number of spells at each level equal to his wisdom score, or perhaps 10 + wisdom modifier. You pick them from the Cleric list and you or the DM can select a few which are thematic but don't fit the general Cleric list. Fairly elegant, but shitty for new players (i.e. time-consuming and difficult).

My beloved 2nd edition wasn't necessarily better in this respect. Cleric spells were divided into spheres of influence, but still the more spells published the bigger your list got, though it was at least thematically coherent still (by and large).

A different, but not quite as elegant solution, would be to similarly divide the spells up into paths of power, a la the old Dragon Magazine article (#216). That divided up wizard spells into a number of paths, and wizards could only pursue a few thematic paths until they mastered them. I think, in theory, it meant high-level wizards were still crazy-potent, but it forced wizards to be thematic in their spells. I can see this being useful for both clerics/druids and sorcerers in particular, who ought to have maybe one or two thematic spells at each level but you don't want people to be making constant choices (i.e. choose once to get the Flame path and you've got a set spells with one flame spell at each level, rather than choosing from a large group of spells at each level to add or wholly customizing your spell list).

The problem with this "paths" approach is it doesn't jive with the current domains/circles, because both are mechanics to add new spells to the spell list. The classes still need a rewrite to prevent bloat in the long term.

Wizards are a bit of a concern as well, but the DM can (and should) limit which spells are available to some extent. So you don't have to let all the extra spells in as scrolls or through NPC spellbooks found as treasure. Sorcerers and Bards and Warlocks pick from the list, so even a bloated list isn't really increasing their power/utility unless bad spells are created for the game. But clerics and druids... I wonder if they'll actually do anything about this.

Wednesday, February 11, 2015

Cleric, but not a priest

In the D&D 5e game I'm currently playing in (that may or may not be winding down as the DM may be leaving the country in the near future), I'm playing a gnome trickster cleric, but I'm not a priest. This has caused mostly consternation for the other players and DM.

The other folks in the group don't seem to understand the concept. Which I get, but it's not how 5e classes are set up anymore. I don't have the religion skill. I don't lead mass. I don't administrate for a temple. I don't read the oracles and omens. I don't even wander and spread the good news of Garl Glittergold. I just happen to have access to his powers.

So the DM thinks I'm just dicking around a bit, I think, and causing a bit of trouble. But really he didn't ask for much background info and I thought I had explained myself: I was a troubled youth who found solace in Garl and then was chosen by him to wield his powers for some inscrutable reason. Yeah, its a 4e Invoker or Pathfinder Oracle. I'd run him as a prophet if the DM had let me. Alas.

So, woe is me and all. But this is an issue. 5e has tried to divorce classes from background and skill and not entirely succeeded. How can you be a wizard (intelligence-based caster) and not have any Arcane knowledge? I'm not sure about that one. You can do a cleric as a prophet or oracle, chosen by the got but not part of the hierarchy of worship and avoid taking religion knowledge. You can't quite do a bard without music, as the bard is trained in 3 instruments. I see a lot of wandering monks who seem to know nothing about their temples/history/religion. A fighter really should have some background knowledge about fighting and military orders, but that leaves out the hometown hero who should mostly have local knowledge.

Regardless, this is why I really am liking the 13th Age style backgrounds-as-skills a bit more. I think they're a bit story-focused and gonzo for some games. Or can be, maybe giving people examples or example sentences to fill in would be good: "I was trained as a pewterer by my father, but abandoned the trade because of my wanderlust."

The old AD&D secondary skills are somewhat similar. Granted, the DM decides when they apply and there's probably little principled rolling, but you just assume people can do the relevant things and they run into problems the few times they wouldn't know something. I was looking at the old Proficiencies of AD&D 2nd as well, and I think one of the flaws with them (and 3.5/Pathfinder) is you're not required to take a proficiency/skill that would actually reflect your background. It might lead to a lot of wandering healers (trained by their parents), mapmakers, blacksmiths/armorers or the like, but a lot of the crazy system abuse comes when people ignore character backstory and pick all the good options. Its a simple thing to switch things so the backstory (or some element of it) is real and meaningful.

Which brings us back to the cleric who isn't a priest. Its an odd thing back in the era of AD&D. Becomes more plausible in 3.5 or 4e, where specific classes (favored soul, invoker, oracle) exist to handle the cleric-but-not-priest type of prophet or divine champion. Even roles like inquisitor-priests and the like end up being folded into their own classes (and increasingly the Paladin, it seems). But the plain old cleric is still shoehorned into the priest role. Which is a shame, then, in 5e because the only reasonable backgrounds are mostly Acolyte. Sure, you could be a convict or a sailor or a noble who joined the church, but then you're still a priest, no?

In my dreams of a AD&D 2nd game, I'm contemplating using the Spells and Magic rules to bust cleric into two sub-classes: hierarchy priests who use ritual prayer, and free priests who use conditional magic. Which would give the actual priests distinct magic from the prophets and mystics. But would anyone care about the distinction besides me?

Its hard to get through stereotypes, I suppose.

Sunday, October 5, 2014

Using Crusader, Monk, (Mystic,) and Shaman in 2nd Edition (or earlier)

I've always been a bit of a fan of the Player's Option stuff in 2nd Edition. But come on, I was, what, 15ish, when that stuff came out. Also, I've been a low-key fan of the Shaman as a different take on magic. So when I'm contemplating running an old school (ish) second edition game running Temple of Elemental Evil, I want to give my players at least some relevant options without just outright opening up all of 2nd edition.

So I get to thinking: why not allow the alternate priest classes from Spells and Magic. (Aside: There's also the mystic if you add Faith and Avatars, but I think that one seems dumb because they use candle magic. I might know someone who loves to play witches who would love that class though. Dunno. At any rate, I have a vague rule of: no more than one extra book per player, and you gotta bring the book to the table. I'm not buying Faith and Avatars for that class, but I might not stop someone else from doing it.) So then I start looking around the internet and simply cannot find a halfway decent rundown of how these might work. Granted, I might be looking for shit that is marginally pre-internet (I know, I know, 1996 wasn't really pre-internet, but maybe reviews were posted on AOL or something). But getting actual play info on these classes isn't easy apparently.

First issue: 2nd edition balanced priest classes by access to spells, not by number of spells. So the bard isn't as great a caster as a wizard, but that's not how priests worked. Whether you build with the Priest's handbook or Spells and Magic, number of spheres (i.e. spell access) is the balance, not number of spells you cast per day. So the Crusader, Monk, and Shaman have a limited spell selection compared to the Cleric, and that's a key balancing factor. Access to weapons/armor is another. So if you have better weapon selection, you should lose out on spells. I'm not 100% sure that is the best design, but that's how these classes were designed.

Second issue: the classes seemed designed to make use of the Tome of Magic spheres. That's kinda laudable, since otherwise these Tome of Magic spheres were just there and clerics couldn't use the spells. Some supplements used them, but not all of them. And whereas wizards got elementalists and wild mages, the part where priests didn't get a shaman or monk or crusader or mystic seemed odd. Sure, you can design your own faith (and those rules should have been in the DMG not the Priest's Handbook), but generic clerics and druids didn't benefit from those new spheres like Numbers, Time, Travellers, War or Wards. So, in a sense, Spells and Magic really just filled out the details of what we were missing for years: basic classes to use the Tome of Magic spheres: spheres which were neglected in other products since they were "optional" anyway.

I'm sure I've used the Spells and Magic monk in the past, including briefly for an attempt at 2nd edition planescape last year. The violence was strong with him, but because it was planescape, my spells were bunk when we got out of Sigil. So it was hard to tell, but it seemed like a reasonable class which could somewhat fill in that healing role of the Cleric. The spell selection was definitely limited, and I felt it. But it did the divination stuff well with access to Numbers and Thoughts. The slight beefiness in combat might have been due to combat and tactics martial arts. None of the other players looked at that book.

The crusader is the one that people online seems to just poo poo right away. I think its mostly the part where the crusader is a full-on caster with a warrior THAC0. But, in one discussion I was able to find, there are distinctions between the crusader and paladin. Importantly, the crusader doesn't get the warrior bonus attacks. Likewise, they're rolling d8 for hit dice, don't get exceptional strength or the warrior constitution bonus. And, from what I gather, even if you used the expertise rules from Combat and Tactics, you maybe would only ever get 3 attacks per 2 rounds, not the full-on specialist number because that's based on also getting the warrior bonus attacks. So on the surface and at lower levels, the crusader probably does step on the toes of the paladin or other warriors. By about 7th level you'll start to see that the crusader needs those spells to keep up with the warriors. They also have access to a reduced spell selection compared to the cleric. Overall, it seems boarderline acceptable. If you're really concerned, you could give them one fewer spell at each level (that'd be no spells at 1st level if you don't allow the wisdom bonus spells). Fewer spells would be a noticeable drawback at low levels, but might balance things out. Alternately, the bard's spell progression chart would be even more of a hindrance. Not sure if reduced spell progression is really needed though.

As for the shaman, people seemed slightly concerned that the player could abuse getting access to some spells early with their bonus boons they can get from spirits. But I think the roleplaying factor probably would limit this somewhat, as nature or ancestor spirits might just be too far from their homes to provide all the assistance all the time. Plus they could ask for things in return, presumably. Its the kind of hokey OSR story balance, but I think this works much better than, say, the Elven Bladesinger's massive chruncy benefits compared to a few easier-to-ignore story hinderances. Seems reasonable. At least more flavorful than the Barbarian's Handbook Shaman or the Humanoids shaman. Not sure how it compares with the Shaman shaman though.

If I do ever run the Temple or maybe in another 2nd edition game, I'll totally let the players choose these or at least consider them based on the setting (Al-Qadim could use a crusader, I suppose, but less so the martial arts monk or unenlightened shaman). Crusader is the only one I'd consider dropping, just because I think the cleric does the role of warrior-priest quite well. But that's more story-based than mechanics based. Then again, given the folks who I've gotten to play some 2nd Edition here, I doubt they'd really take the options. Even if I also allowed things like the Berserker (Vikings), Runecaster (Vikings/Giantcraft), or Sha'ir (Al-Qadim), it'd probably be more a party of fighters and thieves and assassins than monks and shamans.

But whatever. I like options. But they need to be good ones that fulfill the basic needs of the game. And I think the Crusader, Monk, or Shaman could probably fill in for a cleric or druid just fine, and two could exist in the same party without stepping on one another's toes too much. This monk might step on the toes of the 1st edition Monk or Shukenja, but in a 1st edition game I might still try to import the shaman.

Saturday, August 17, 2013

Missed Opportunities in D&D Next

So, apparently at GenCon they announced that they're pretty well happy with the playtest feedback for the game, so most of the design is done now. Presumably lots of development to do still to get the math right, add in some missing options, etc. That strikes me as a little odd, given that we just got this packet recently and haven't given feedback on this version. I don't think this is all one big marketing ploy, but I guess they don't expect to be making many changes to what we've got now.

I largely like some of the changes they've made. Fighters now get lores, and they acknowledge that some classes/builds should have skills (i.e. expertise dice) including knight-type fighters. After being disappointed that there was a loss of options from the previous packet (particularly in the cleric and rogue), I saw there were some other quite nice options and a lot of the stuff does look like an improvement. I still wish monks had a maneuver system instead of lame ki powers and that there were a few more races included so we could easily run Planescape or Al-Qadim. That said, I think there are a few changes that really should have been made, and I'm afraid we won't see them in the next edition right away.

Sunday, June 24, 2012

The history of divine magic in D&D

In D&D, when a cleric casts a spell, what really happens? The rules are pretty clear on the mechanics of bless or cure light wounds but what about the story? Are the deities aloof, or do they intervene in the world? D&D has taken a number of positions on this issue.

The earliest position is that clerical spells are similar to wizard spells, but a cleric prays for each spell on a regular basis. His deity grants that spell to him, and when he wants to cast it again, he must pray again the next day. Acting against the tenets of the religion may interfere with a cleric's spellcasting powers at the DM's discretion. This is the basic position of the earliest editions through early second edition.

One alternative that is generally presented in early D&D is that a cleric may worship a philosophy or force (i.e. goodness) instead of a deity. Who 'grants' the cleric spells isn't really defined in this alternative system. This system, however, seems to be targeted at groups who want to portray clerics but don't want to get into the details of developing and portraying a fictional religion.

Over the course of second edition, a few alternative perspectives arose. Al-Qadim developed a religion of enlightened gods who represented ideals (bravery, adventure, wisdom, etc.) and let their churches and priests be differentiated based on cultural aspects (the Pantheonists only admitted 5 enlightened gods, while the Temple of 10,000 Gods admitted them all). The Dark Sun setting, instead, split clerics into elemental worshippers and those who gained their power by serving neigh-omnipotent sorcerer-kings. Elemental priests got their spells from a nebulous somewhere, whereas the templars clearly got their spells from an active agent in the world.

Third edition presents clerics much as before, though they have ways of channeling their deity's power without spells. Third edition clerics are still at the mercy of the DM if they act against the wishes of their deities.

Finally, fourth edition frees clerics from the tyranny of the DM by making the gods aloof in the world. Clerical magic (same for Paladins and Avengers, though not Invokers or Runepriests) is granted by an ordination ceremony, which allows the Cleric to channel the powers of the astral sea. They technically don't need to worship the deity for a second after that ceremony, and can continue casting spells all day long. This also differentiates divine magic from arcane magic, as divine magic arises from the astral sea. One strange effect here, however, is that all clerics draw upon the same pool of powers, so clerics of evil deities, sea deities, or darkness are also liable to be slaying their foes with holy radiance. Divorcing clerical magic from worship of the deities may seem odd, but it also means that a cleric cannot lose spellcasting powers if he does something against his faith. Given the edition's power system, this is important as any character who loses access to his powers is crippled.

Two of the more curious systems arose in the second edition Spells and Magic book. While tied to a complex spell-point system, divine magic was presented with two interesting options that DMs could use. The first is ritual prayer, and the second is conditional magic.

In the ritual prayer system, the cleric's deity isn't invested in the cleric's prior actions, but just the act of completing the ritual properly:

"In this system, the deity or power is concerned more with the priest’s show of devotion and observance of the proper form, and considers the priest’s actual situation to be irrelevant—after all, martyrs are made every day."

Here, we get a solid system for clerical magic in which the deities are aloof and seem to take no part in the affairs of the world. Clerical magic is ritualized, and rushing the ritual is likely to reduce the power of the spell. Conversely, ritual prayer made by a ritually pure priest (observant, not necessarily pious) with the proper offerings ad the proper place and conducted with care can produce spectacular effects. With the right casting conditions, even previously expended spells can be cast again! Its all about the motions, however. In this way, the ritual prayer system can be seen as a precursor to the 4e system. Moreover, it links the cosmology (aloof deities) to the magic of clerics.

These aloof deities make divine magic feel much more like the magic in the D20 Conan game and Conan universe in general. While independent sorcerers exist, many are trained in the priesthoods of these aloof and alien deities. Whether or not the god even exists is not important: it is the ritual training of the priests that give them sorcerous abilities.

The inverse system is also presented as Conditional Magic. In this system, the gods carefully answer each prayer based not necessarily on the urgency of the petitioner but on the probability to influence the world in a way the deity prefers. When a cleric casts a spell, you tally up the total of positive and negative conditions. If it is skewed heavily positive (casting a spell to smite the deity's enemies in a holy place, etc.) the spell is cast at a higher caster level or reduced in cost. If it is skewed negatively, the spell is more costly or weaker.

The conditional magic system presents interventionist deities, and their tools are their clerics. The mechanics explicitly reward clerics for advancing their deity's agenda and penalties for working against it. This codifies some of the DM fiat where by the DM may simply neuter a cleric by taking away all his spells.

The idea of interventionist deities can be clearly seen in the Dark Sun novel Rise and Fall of a Dragon King:

"O Mighty Hamanu! Lion-King, Lord, and Master, hear me!"A distant voice echoed in Hamanu's mind. The totality of his awareness raced backward, along a silver thread of consciousness through the Unseen netherworld, to the source.
"Armor! I crave invincible armor and earthquake!
"The Gray was charged with acid needles, and Hamanu's vision, when he opened his sulphur eyes above the desperate templar, was streaked with lurid colors. There was powerful magic—someone else's powerful magic—in the vicinity.
"O Mighty Hamanu! Hammer of the World! Grant me invincible armor and earthquake!
"Squinting through the magic, Hamanu made out chaos and bloodshed: a full cohort of his own templars outnumbered by ragtag brigands. Or, not brigands. Another moment's study discerned a well-armed, well-drilled force disguised for brigandage. In the midst of the Urikites' impending defeat, a militant, a human man with tears of panic streaming down his face, raised his bronze medallion and entreated the Lion-King for the third time:
"O Mighty Lion, grant me invincible armor and earthquake, lest I die!
"A wise invocation—in its way. An earthquake, if Hamanu empowered the spell to create one, would swallow everything on the battlefield, friend and foe alike, except for the invincibly armored militant. Though sacrifice was necessary in battle, the Lion-King of Urik was not in the habit of rewarding militants who'd save themselves and doom the lesser ranks and mercenaries they led. He'd have considered granting the earthquake while withholding the invincible armor—and savored the militant's death—if the netherworld turbulence wouldn't have negated any spell he granted.

If you want to portray deities like that, the basic D&D cleric system of divine magic doesn't quite cut it, though using the conditional magic system definitely helps.

These two systems nicely define and differentiate two distinct types of deities: aloof vs interventionist. It is even somewhat easy to imagine distinct classes using different systems, such as a Dark Sun game where the elemental clerics use ritual prayer while templars (and druids?) use conditional magic.

These two systems are but a small part of the magic of the cleric class (and related classes). The new edition of D&D will probably present a generic system as D&D has historically done, which can be modified somewhat to suit different worlds. I do hope, however, they they make it easy for these distinct visions of divinity to be mechanically bound to the setting.

Certain classes are even linked to the role of the deities in the game. The 4e Invoker class is essentially a prophet compared to the cleric's priest. I use these in the sense of the Hebrew bible and the ancient near east, where the priests worked the temple and prophets were charismatic leaders who claimed to speak directly for their deity, often leading small bands of devoted followers. If the deities are all interventionist and use their churches and clerics to intervene, there isn't much space for a distinct prophet class. Conversely, in a game where deities are largely aloof, a prophet who is called to reform the church, lead the chosen to safety, or combat the deity's enemies becomes very different and viable class from the ritual-prayer priest.

Ultimately, the state of divine magic in D&D is a prime case for wedding the rules to the system. I hope the designers of the new edition keep this in mind.

Sunday, April 15, 2012

Clerics vs Priests of a Specific Mythoi

I'm a pretty strong believer that the rules of any D&D campaign should be tied to the setting. Any rules-set that Wizards comes up with for the 5th edition (or a retro-clone, or any other rules set) implies some kind of default setting with its take on magic and the magical classes. The very way that classes are designed has setting implications.

But the implementation of magical archetypes is a bit more likely to change than physical ones. Al-Qadim redoes wizardry as elemental and genie based magic, just like Dark Sun uses elemental clerics and templars priests alongside defiler and preserver wizards. Since deities are almost certainly likely to change, each setting yearns for a way to customize the priestly class(es), at least in some small way. Priests of a Specific Mythoi were the way second edition handled this. (I'll get into wizarding ways another time.)

By altering weapon/armor restrictions and spells granted (via the Spheres of Influence spell lists) it was really easy to customize priesthoods. The sphere system was somewhat balanced too, as one could just swap a few spheres here and there. Granted powers, of course, were easily abusable but most DMs have enough sense not to let something too overpowering into the game. So second edition had an endless array of distinct priests for distinct religions. And it was pretty awesome. Specialty priests might be one of those extravagant excesses that second edition is fameous for though, so I can see the point of view that wants a smaller number of well-defined classes.

This level of customization was lost after second edition, never to be seen since (or before the system first arrived with the first edition Dragonlance Adventures book). The downside is that people are likely to spend hours designing every potential religion in their home campaign rather than just the ones that need to be portrayed. It also makes constructing a spell-list potentially unweildly.  Since priests (both PC and NPC) were free to choose from any spell their deity granted, that might require consulting lists of a dozen different spheres.

Instead of an infinitely customizeable priest class, can you create a cleric class that is broad enough to encompass knights-templar and cloth-casters? Apparently the designers think so. Or at least they got poll results that suggest people might want one really broad cleric or two distinct classes. Assuming we're going to end up with a core set of classes similar to that found in First, second, and third edition (or even 4th where everything is core), I'd prefer more than two in a generic rules-set. I'd love to see a completely customizeable priest class as well, but I think four priestly classes can cover most priest archetypes from the start. Having four basic priestly classes in the game also goes a bit beyond stereotypical western fantasy as well.