The cleric represents one of the 4 types in literature/fairy tale (at least European based and probably cross culturally): agressor/adult male-fighter, sanctuary/healer/mother -cleric, Advisor/old wise man- Magic user, Trickster/immature/child- Thief.Philotomy Jurament wrote:Yeah, at the level of least granularity, I see classes like this:blackprinceofmuncie wrote:IMO, if you're going for a Swords & Sorcery feel, the easiest to dispose of is the Cleric. If it weren't for the (ultimately, disadvantageous IMO) rules that mandate really slow natural healing of HPs, the Cleric would be superfluous and I would gladly get rid of the Cleric role in favor of the Thief any day.
The Cleric strikes me as a class that was designed with game mechanisms in mind, rather than designed with swords-n-sorcery source/inspirational material in mind. The Cleric is half man-of-action and half man-of-magic. He can do both, but he's not as good at fighting/action as the Fighter, and his spells are fewer and generally less impressive than the magic user. They're more "supporting role" spells.
- Men of Action - Obviously, this is the Fighting Man. A Thief would fit here, too (I think I might like the Thief better as a sub-class of Fighter, actually).
- Men of Magic - This is the Magic User, and variants or sub-classes like the
Illusionist.- Men in the Middle - This is the Cleric.
All major characters in fantasy/fairy tales fall into one of these 4 categories. They are the most obvious types to include in designing a game. You can really see this dynamic watching some of the classic Disney movies. Most of these stories focus on relationships between these types and moving from one to the other (ie. growing up) learning lessons along the way. I think Foster had a pretty good essay on the types someplace in our archives.
But yeah, if push comes to shove the cleric is easiest to jettison. They already serve as backup fighters, and you could stick their healing spells in with MUs (though as I stated before you'd be loosing one literary archetype and severely muddling another.
Theres also the clerics vs. magic users = dynamic between power of man vs. power of god(s). Also religion vs science (one guys sacraficing animals the other is playing with beakers in a lab), pagan vs non pagan.
Even more base: there is the Ying and the yang thing (aggressor-MU vs passive-CL) and the 4 elements of astrology: fire, water, earth, air. I'm not big on astrology, they might correspond to 1E classes, don't know.