Thursday, August 11, 2022

OSR: Weak Cleric? Strong Church.

Most OSR games have clerics who get zero spells at level one. That is a tough life for the cleric, even compared to AD&D, which gives clerics one level one spell at level one. You may have players who don't like this and want to gravitate towards games that are a little more generous.

Actually, I love the OSR cleric since it opens the door to a little world-building for me.


The Setup

So let's say you have a group of players in Old School Essentials or any other game where clerics get the "bag of rocks" at level one, no healing spells, no cure light wounds, no nothing. So you send them straight to the dungeon, and all the cleric prays for is reaching level 2?

Not exactly.

I would have a messenger from the cleric character's temple show up, and say, "Could you come to the temple before you go? We wish to speak with you a moment."

And leave it at that.

When they go, have the person in charge of the temple give the spell-less cleric three healing potions to use, just because they want to be sure their follower gets back safely. Normally, I would go with scrolls, but since scrolls depend on spell levels you can cast, it has to be healing potions at level one. No price, no charge, just free.

There is your level one healing.

Now, why do this? Well, churches are typically charitable organizations, and you can use this to your benefit. Every so often, throw a few potions or cleric scrolls every so often to make up for the difference. Does the temple want to see the cleric grow into a powerful here? You bet they do, but within means and resources, of course. If the rest of the party starts pulling ahead in magic gear, have the church give the character a few items to help them keep up.

Yes, for free.


The Payoff

After a while, the church starts making requests of the cleric and the party of adventurers. We heard of trouble at a farm, reports of a desecrated shrine, or evil creatures spotted on a hill. This is a perfect way to deliver adventure hooks to the party, and it gives them a source of missions and good deeds to do.

Now you have a cool way to deliver information and adventure starts to the party.

As the good deeds pile up, the church increases in power and influence, and the missions become higher stakes. Not all the party's time should be spent on church tasks, but it should come up every so often - especially during slow times or when the party has no next adventure to go on. The stronger the local temple, the more they can offer the party.

Don't overdo it! The party should not feel hassled by the local temple, just every once in a while and don't pile things on with multiple requests while other big things are going on.

And, of course, if the party has unwanted magic items or extra treasure to donate, that would be appreciated too. The church could sell the party higher-level parties cleric scrolls and potions at a discount, and that would also be a good way for the group to spend money and keep the cleric's power on the higher end of the curve with plenty of healing spells tucked away in a prayer book and enough healing potions to pass out in a pinch.

The "weak" OSR cleric is easily fixed by making up for it with world-building and roleplaying, and, in fact, the cleric with benefits is probably stronger than their "go it alone" counterparts in more generous games.


Doctor Jones...?

Also, place some important objects, statues, books, icons, and other holy items as "treasure" in a dungeon that are worth gold, but worth a lot more if returned to the church. Recovering relics and other artifacts is very important and would generate greater favors for the party. Sure, this 3,000-year-old gold statue of the goddess is worth 5,000gp if sold for the metal, but do you know how valuable it is to the temple?

Yes, I know the thief says to sell it and split the money, but please have faith!

Returning that may just be repaid by allowing your party's healer to upgrade from +1 chainmail to a brand-new +2 set. You don't need to put the treasure the cleric wants in the dungeon, just put a relic and let the character pray for the new gear when the item is returned. The player has complete gear choice, and you don't have to guess what the player wants and leave it in a 10x10 room somewhere.


Worldbuilding Solves a Lot of Problems

Any time you have a perceived "weakness" in a game or set of rules, it is very easy to patch with just a little bit of careful thought. In this case, I like the weaker OSR clerics better since it lets me start the game by getting players used to helping their local temple and followers. I started a lot of games with strong clerics and never gave them a second thought, please go it alone! You have that cure light wounds, you are good to go!

This is even doable with druids and the area's druidic order. Paladins too. In a pinch, thieves or mages could have organizations that can provide help for a little later assistance.

And with cleric scrolls, the difference between the number of spells cast at a particular level is a minor problem. Creating those takes money, and just be a little more generous to make up for that and have the cleric spend downtime crafting scrolls or crafting potions. Maybe even donate your unused ones to the church or the scrolls that are too low-level to matter anymore.

Maybe another level party of level one adventurers could use them.

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