Wednesday, December 29, 2010

Role-Playing 101: Clerics

Clerics can prove to be one of the most challenging characters to convince a PC to want to play. Despite being the most well-rounded (and strongest overall) class in the game, a cleric's role in the party quickly becomes that of support. Face it, support classes are not "fun". The cleric's primary niches are healing (which isn't exciting) and undead-fighting (which is contingent upon being up against undead). When playing a cleric, you have to accept that when it comes to combat (undead excluded), whether it's fighting prowess or spell-hurling, there's more than one class out there that's a lot better at it than you are.

The redeeming quality of the cleric is how much of a blast it is to role-play one. It's a challenge sure; you have to remember you're playing a character who is so dedicated to a particular way that he/she's devoted their entire life to it. It takes (or should take) a great deal of homework, but it pays off in the end.

First off, you get a legitimate excuse to be stubborn. If your deity doesn't like a particular action, your character would not do it (no matter how much the rest of the party may want you to); if your deity commands a particular action, your character must obey. You're a cleric and your deity is your life (that's why you're a cleric).

For example, I play a cleric of Wee Jas (lawful neutral goddess of death and magic) in one campaign. As a cleric of a death goddess, I will not accept a resurrection if one is cast on me nor will I resurrect slain party members as death is the natural and inevitable end of all things.

Second, you have (in my opinion) a significantly more interesting objective when it comes to adventuring: Furthering your deity's cause (if only in a general way, though sometimes not). To every cleric is a mission that is never finished. Whether that mission involves protecting the innocent, punishing the guilty or killing everyone (Erythnul) THAT is your mission. Everything else is just side-quests.

Here are a few things to think about when role-playing your cleric:

1. Is there a church hierarchy to climb? Church politics/intrigue to get embroiled in? Secular politics/intrigue to get embroiled in? Are you in good standing with your church, or did you defect (possibly due to politics/intrigue)? Clerics do not need to be a member of any religious order (nor do they need to worship any specific deity), but most are.

2. Besides obvious differences in class mechanics, what separates a cleric of Obad-Hai or Ehlonna from a druid or ranger? What separates a cleric of Heironeous from a paladin? If you're playing a cleric of a deity where a question like this could arise, you should have an answer to that question. "Class mechanics" is not a good answer.

3. How do you feel about clerics/worshippers of other deities? Keep in mind that while alignment is a good starting point, it is not black-and-white. Also, you may not like worshippers of other deities simply because they are worshippers of other deities, regardless of alignment or world-view.

4. Clerics of the same deity don't HAVE to be the same alignment. How do you feel about clerics/worshippers of your own deity with different takes on what your deity means? Do you accept their differences with open-mindedness, view them as misguided and attempt to educate them, or do you consider their views blasphemous (perhaps even hunting them as heretics)?

5. Do you prefer to further your cause through word or through deed? Are you out to convert the masses or are you a more subtle enforcer of your deity's wishes with little concern of attracting followers?


I'll be following up this post with posts regarding specific deities. I'll try and cover the entire core of the Greyhawk pantheon (all the ones in the Player's Handbook with a few, like Lolth, that aren't); though I'd like to branch out to other pantheons from there, especially real-world pantheons (I'm a mythology nut).

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