PnP ad&d clerics: how to play them well?
Ploughed_Jester
Member Posts: 93
in Off-Topic
So, some friends of mine and I just started a pnp game and one of my buddies is new to it and decided to play a cleric. I'm wondering about good spells and tactics for such a character. The characters are 3rd level and the cleric is having less fun, it's less effective, and is earning far less xp than the rest of the group. I just want my friend to have a good time.
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Comments
What edition?
How is he currently playing the cleric?
How is he having less fun?
Ineffective how? In combat, outside of combat, as a utility?
How are you awarding EXP?
EDIT
How does your friend like to play normally?
To avoid him just being Mr. Bandaid you can give out more healing potions of various levels, any player can use them and its often a great tension builder if the players only have 1 healing potion left and has to choose how and who to use it on in the middle of battle.
As a prepared caster his usefulness is in well preparing but also in how creative and inventive he is with is spells. One of my best plays in DnD is when I cast Destroy Water on a hoard of oozes and killed them all in one fell swoop.
I'll give some basic tips on how to play a class if someone is new or has never used it before. General stuff, but stuff that will help him think outside the box.
As for the EXP problem, I have never used the official rules for exp. Unless a character solos an encounter I'll award the party as a whole EXP. I also reward those who really held up the party during a battle even if they didn't get any kills, like Mr. Bandaid clerics. I give out massive exp bonuses if someone creates a really clever solution to a problem.
Like in my pathfinder game that I'm running right now. I had the party go up against a Sanguineous Drinker. Its blood spray ability had incapacitated everyone in the party save the 2nd level cleric. He used a dagger to cut into the Drinker and then cast Purify Food/Water on its blood, Killing it instantly. (Nightmare fuel if you think about it too much). I sat there stunned for a few moments and gave him a bounus 150exp for the inventive kill.
As a DM I've learned that you need to know the players well to make sure that they all have fun, and when planning out the dungeons and encounters to always make sure that any player can be useful in it. Thats what makes DMing so danged hard, and so danged rewarding too.
It probably wouldn't have been as bad if he hadn't gone down in the introductory encounter... The on deaths door rules state that he then loses all prepared spells and had to rest one whole day before healing and new spell prep can take place. He loves fire characters so a fire priest seemed perfect, but flame blade is an awful spell unless you're fighting trolls (near non-existent on Athas) and other fire spells for clerics are just plain not good. He's basically stuck in his secondary cosmos sphere.