I use a lil will o wispy kind of thing that when a decision must be made will show the way. Its not continually visible. Might just lend a glow to a doorway or something.
Cool! Have fun. The Cleric has some really interesting spells that give you tons of options. To be afraidto get you AC as low as possible, equip a shield, and help front line melee folks with your great hit table, just don't get splattered! Really study the spells and ask your DM how you llan on using them to 100% sure there are no suprises!
We (I) always assumed that Gate always summoned demons and devils and the like; but I came to understand that the cleric would always call forth something likely to aid him, planars and solars and the like for Good players; after all, why summon a demon or something that may not aid you and might want to kill you? Fun and informative, as always. Thanks!
My understanding is that Demons and Devils are expressions of (negative) power and the desire to inflict harm. For a really strange, and un-expected Campaign, one can also insert non-kill options, depending on how devious the DM wants to be. The goal is to tempt Good or Neutral summoners, and move their moral compass towards evil. The flip side is that most Demons, and such have no "access" to aiding type powers. A lot depends on your Campaign.
Too long to watch whole thing but I didn't see anything mentioned abiut having to stay in good graces with your deity to retain your clerical powers and spells. That's a huge balancing factor by itself if the DM is smart.
The Dungeon Master's Guide has tons of information on this on page 65. It's ruthless, essentially saying that being struck ruins a spell. I house rule this to be more fun If I cast right next to someone I give the adjacent enemy an attack of opportunity like in #rd edition, but even if that hits it has to do greater than 20% total health to ruin a spell. I do this because I house rule max health on enemies and player characters, faster melee round ( 6 seconds as opposed to 1 minute and so on) Casters are freaking gimped enough with bad AC and low health.
Notice that you failed to mention that with high wisdom scores that clerics and druids gain additional spells to cast at first through fourth spell levels. Or do you not use that ability in your house rules?
I use a lil will o wispy kind of thing that when a decision must be made will show the way. Its not continually visible. Might just lend a glow to a doorway or something.
This is my first time playing AD&D and I chose Cleric for my character. This really helped me understand my role.
Cool! Have fun. The Cleric has some really interesting spells that give you tons of options. To be afraidto get you AC as low as possible, equip a shield, and help front line melee folks with your great hit table, just don't get splattered! Really study the spells and ask your DM how you llan on using them to 100% sure there are no suprises!
We (I) always assumed that Gate always summoned demons and devils and the like; but I came to understand that the cleric would always call forth something likely to aid him, planars and solars and the like for Good players; after all, why summon a demon or something that may not aid you and might want to kill you?
Fun and informative, as always. Thanks!
My understanding is that Demons and Devils are expressions of (negative) power and the desire to inflict harm. For a really strange, and un-expected Campaign, one can also insert non-kill options, depending on how devious the DM wants to be. The goal is to tempt Good or Neutral summoners, and move their moral compass towards evil. The flip side is that most Demons, and such have no "access" to aiding type powers. A lot depends on your Campaign.
Too long to watch whole thing but I didn't see anything mentioned abiut having to stay in good graces with your deity to retain your clerical powers and spells. That's a huge balancing factor by itself if the DM is smart.
Agree 100%.
Also, moral actions for Paladins and other alignment restricted classes ( Druid)
Spell components = "I love bookkeeping!" - said no one ever.
Conor McGregor knocked Jose Aldo in 12 seconds. Instant Sub.
LOL. Conor is such a beast.
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I know this is off topic, but umm how does defensive casting work?
The Dungeon Master's Guide has tons of information on this on page 65. It's ruthless, essentially saying that being struck ruins a spell. I house rule this to be more fun If I cast right next to someone I give the adjacent enemy an attack of opportunity like in #rd edition, but even if that hits it has to do greater than 20% total health to ruin a spell. I do this because I house rule max health on enemies and player characters, faster melee round ( 6 seconds as opposed to 1 minute and so on) Casters are freaking gimped enough with bad AC and low health.
@@Classic_DM Thanks!
SQUAD LEADER!!!!!!
Absolute classic.
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Notice that you failed to mention that with high wisdom scores that clerics and druids gain additional spells to cast at first through fourth spell levels. Or do you not use that ability in your house rules?
An oversight. Great catch.