Clerics are a(nother) glaring relic of an antiquated past.  The assumptions they force upon a DM, especially post-Greyhawk, are ridiculous and unnecessarily constricting, offering little in return:

  • that active and visible gods are inevitable
  • that they require, need, or even allow worship
  • that they must represent some “aspect” or “role”
  • that differentiating their clerics will depend solely upon a few arbitrary feats or abilities, with the other 90% remaining identical
  • that clerics are automatically adventurers and not bureaucrats

1e was somewhat excusable, exchanging freedom for strict roles.  2e said “screw that” and abandoned both.


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