Thursday, March 26, 2015

Clerics Don't Suck (Introduction)

So, I've been thinking about what to do for my next blog post for the past few days and I decided to do a multi-part post on Clerics. These holy rollers are, arguably, the most necessary class in D&D and its retro-clones. They provide healing, support spells, combat support, and they wreck house on undead.

But in almost every group I've played in over the past twenty-five years when the time comes to sit down and make characters, there's always a collective sigh followed by "Alright, who's going to play the cleric?" No one wants to play the cleric. They're boring. They're stuffy. They're walking Band-Aid factories. They don't get cool weapons. They're stuck under the thumb of their god or alignment. The list goes on and on. In the end, though, someone's gotta do it.

I don't feel badass.

Clerics don't suck. In fact, clerics offer as much (if not more) role-playing potential as the more "exciting" classes. Over the next few posts I'm going to touch on different aspects of the cleric class and discuss where it works, where it doesn't, and just how freakin' awesome this class is if you just have a little faith...

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