Optional Rules for LotFP Clerics

In the forums of lotfp.com, some folks discuss how to improve the cleric class. While I cannot side with the “does not hits as good as fighter” argument (NO class in lotfp has a higher to-hit-bonus as the fighter, as all but the fighter have a flat THB of “+1”), I see the point that is made about the spells.

I would not say that they are less powerful. People tend to measure power in “opponents killed”, which is something that I happily leave to the fighters. To revive somebody from the dead is more powerful to me than to burn said somebody to crisps with the flick of a wrist (again, I fighters take more time, but do the job). But I agree that the clerics spells are in total less fancy as they are often defensive or “negating” in nature: the majority of magic-user spells create a certain effect of their own (which gives the player a moment to shine) as the PC does something. What the cleric does often negates something somebody else did: removing damage, disease, curses etc. is reactive instead of active, the kind of support role that those who want to hug the limelight like to avoid.

This is hard to change without mixing the two classes up into one and the same thing, which turns it into a question of flavor if your PC is “C or MU”. But what -could- be done for those that feel that their cleric is “underpowered” and “un-shiny” compared to a regular MU? Here are some suggestions of mine:

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Optional Rules for LotFP Clerics

[LotFP] The Many-Clawed Wind

It has been a while since I have released my last title, but I just changed THAT by publishing Examples of the Dark Arts Vol.03. As its predecessors, that I have now all bundled up, it was written to be compatible with Lamentations of the Flame Princess, and this times it is all about the Summon spell. But before you begin to yawn about my sales pitch, just click below to have a look at a freely available specimen that is not part of the preview at drivethrurpg.com.

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[LotFP] The Many-Clawed Wind

A different take on OSR healing spells

Lamentations of the Flame Princess and some other OSR games suggest to use (slightly) alternate versions of our own world as backdrop for adventure games. This approach has a lot of advantages, as everybody is able to read up on a given area via wikipedia.org or other websites like this one (for the Tudor Area). And the real world was (and is) a grim-dark place for sure: there was the 30-years-war in Germany, the reign of the black plague in Europe, life in Paris during the time of musketeers was filthy and cruel, the “northmen” still were vikings as the first christian missionaries arrived, the Conquistadors were terrible savages in their own right, etc. Using the real world leaves a GM with a problem in regard to one class, so: clerics, due to their healing spells.

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A different take on OSR healing spells