Showing posts with label average. Show all posts
Showing posts with label average. Show all posts

Friday, 9 May 2025

Dogs of War

(White Dwarf #86)

Chris Fenton’s overview of merc life splits them into two types: experienced vets and bravos. Most are bravos, opportunistic fighters prone to looting when work runs dry, fueling the profession’s bad reputation. Vets, with at least five years of service and their own gear, despise bravos, who in turn fear the vets. Most mercs are middle-class backgrounds, as poor families can’t afford training and nobles avoid the harsh life. Vets prefer mounted roles, often owning their warhorses. They follow orders without swearing fealty, picking up languages, customs, and regional knowledge as they travel.

Mercs with < five years’ experience, often neglect training without an officer’s oversight, wasting time gambling and brawling. They tend to die a lot. Most mercs are under 30.

Assuming European conditions, work is seasonal. Campaigns run from early summer, between planting and harvest, with garrison duty in late summer and autumn. Winter leaves many unemployed. Short, 4-month contracts typically start with training in April, invasions in June, and peace in July.

Mercs sign on in small groups or singly during spring training. Slackers end up in "bravo" or "fodder" units—first-year survival rates hover around 20%. New monthly wages are provided that are higher than AD&D’s list but cover officer and sergeant costs. Less experienced troops often require the purchase of equipment. Cities offer roughly one merc for hire per 200 residents.

New Monthly Wages accounting for sergeants and officers

Mercs operate under their own code. Commanders can refuse missions, enforce their own discipline, and are not bound by local laws. Desertion and endangering comrades are capital offenses. Unpaid mercs often turn outlaw, plundering the lands they were hired to protect.

This is a keeper. The realistic take on merc life will be useful when players reach the domain game and look to recruit an army to clear hexes. 

Wednesday, 19 February 2025

Thieves’ Den

(Imagine #24)

Imagine magazine targeted young novice players, and its main legacy is the rich city setting, Pelinore. Venetia Lee’s take on Thieves Guilds stood out enough that I figured I would take a look.

What’s it about?

Lee presents a thieves' guild not as a centralized location—too vulnerable—but as a decentralized network of mutual aid and exploitation. A cell structure ensures survival even if a branch is eradicated. She explores the guild’s use of child thieves, drawing inspiration from Oliver Twist, and suggests pairing PCs with young apprentices.


She emphasizes the importance of a legitimate cover and examines how thieves operate in lawless cities, including the role of street gangs. The guild exists for training, information sharing, leadership enrichment, and organizing bribes. When designing a guild, she advises considering law enforcement strength, societal attitudes toward crime, city corruption, and the guild’s alignment.


Lee advocates a secretive cell system where members know only their immediate contacts. She estimates 5-15% of the population is involved in or adjacent to the guild, with most being child pickpockets or fences; only a small fraction are true thieves. She recommends detailing only the branch the party interacts with. The article also covers meeting places, spell use in crime, and how authorities counteract/control magic.

Finally, she provides a structured pickpocketing system with five tables covering opportunity frequency, target selection, failure consequences, pursuit mechanics, and hiding attempts. The system works well in practice.


Is this a keeper?

It’s fine. Some solid historical research and a useful pickpocketing system, but the article is long and padded. It’s not a ‘best of’.

Saturday, 15 February 2025

A Guide to Dungeon Mastering. Part II: Monsters & Magic & Part III: Some conclusions


(White Dwarf #35 & #36)

I’m combining two articles to wrap up the Lew Pulsipher articles I picked out to read. High hopes!

What’s it about?

In Monsters & Magic, Lew advises against random monster and magic item placement. Avoid homogenous monster groups—balance encounters as you would a party. Consider how monsters interact—slaves, allies, enemies—and place them accordingly. Intelligent monsters should use light to see beyond infravision. While you can kill PCs anytime, that’s not the point - stick to the game's increasing level of difficulty inherent in the dungeon. Monsters should use their magic items, not stash them in chests, and magic should be rare to prevent PCs becoming overpowered headaches. Lastly, don’t be too generous with spell interpretations—high-level magic-users can dominate if unchecked.

In Some Conclusions he reiterates that monsters can do whatever players do. Don’t expect player self-restraint—rein them in. If an item or ability unbalances the game, talk to the player and persuade them to give it up. He also pushes for high-level characters to retire into landownership, then spends too much time discussing ways to get people to stop playing high-level PCs. Clearly, high-level play isn’t his thing, but actively discouraging it seems unnecessary.


Is this a keeper?

Yes—Monsters & Magic is the stronger article, but neither is a “best of.” Too much focus on dismissing high-level play. You can see the groundwork for his Beyond the Rule Book – Procedure and Style Tips, which is the better read.

Thursday, 13 February 2025

That’s life in the big city

(Dragon #99)

The Town Planner series in White Dwarf has worn me down—hopefully, Dragon’s take on cities is an easier read.


What’s it about?

The article emphasizes that fantasy cities shouldn't resemble modern ones but should still be grounded in historical reality. It provides population benchmarks: towns at 2,000 people, cities between 20,000 and 100,000. Russian villages and towns are occasionally cited as examples.


Settlements arise for religious, economic, or political reasons, often forming around crossroads, keeps, or fords. Geography and trade drive their growth—merchants cluster near shrines to attract pilgrims, while villagers take pride in defensive walls of stone or wood, sometimes with moats guarded bridges/drawbridge. Over time, towns outgrow their walls with suburbs forming outside. Tradespeople settle near water, while nobles claim the most defensible spots.


Cities are noisy, with bells tolling, town criers, street vendors singing their wares, and entertainment like jugglers or cockfights. Upper stories overhang streets, turning them into dim, stuffy tunnels. Streets are narrow (8–10 feet), alleys even tighter (3 feet), and traffic accidents frequent. Encounters and hazards are suggested, with piles of refuse in the street and loose pigs, dogs and chickens. A daily disease roll from the DMG is recommended. Stone is reserved for castles and temples—everyone else lives in fire hazards. The description of a medieval inn stay makes it sound miserable. The article closes with an explanation of the guilds' stranglehold on trade and discussion about trade quarters.


Is this a keeper?

Yes. It's an easier read than the Town Planner series and covers similar ground. It helps simulate a medieval European town/city but lacks any nod towards fantasy and doesn’t give adventure ideas. I’m not sure if it's a ‘best of’.

Tuesday, 11 February 2025

The 7-sentence NPC


(Dragon #184)

I’m wary - Dragon #184 is deep into 2e. C. M. Cline’s short article on creating gameable NPCs gets lots of love online. Is it deserved?

What’s it about?

We put effort into major antagonists and allies but neglect minor NPCs, defaulting to repetitive stereotypes. Guilty as charged—my town watch, innkeepers, and blacksmiths all blend together. Cline offers a fix that keeps the workload manageable: 7 sentences to define an NPC.

  • Occupation and History - Consider what the NPC did before their current occupation.
  • Physical Description - Hinting at occupation
  • Attributes and skills - High and low attributes should figure in the description with numbers called out. Skills seem to be about occupation/interests but seem to be subtly referencing the awful idea of non-weapon proficiencies.
  • Values and motivations - This is described as something players can exploit to get the NPC to do a thing. They also help the DM decide how the NPC reacts.
  • Interactions with others - Roleplaying cues (loud, obnoxious, condescending etc.).
  • Useful Knowledge - Feels more relevant for investigative games.
  • Distinguishing feature - Players forget NPC names, but not the bad Irish accent.

Cline provides four examples that prove his point but are too long to use at the table with gameable information hard to find. If implementing his advice brevity and relevance to the game should be front of mind.

Is this a keeper?

No. The 7-sentence technique delivers a long paragraph that could be useful for major protagonists, henchmen, and key town NPCs. My players enjoy engaging with factions in my megadungeon game, so I see its value for factional NPCs. However, I find rolling/picking random personality, mannerism, appearance, and physical detail to be more useful - particularly as it delivers a punchy easy to parse single sentence. This is not making the best-of list—there are simpler ways to make NPCs.

***

I applied the 7-sentence approach to an NPC the party will be dealing with in tonight's session. For select NPC's you're sure the party will interact with I can see its use as its too long to use for every tavern keeper and beggar the group interact with - oddly it's the bit part NPCs that the article encourages you to use the 7-sentence approach - that will produce a padded adventure and be a ton of extra work for the DM - it's a bad idea. On further reflection I don't like it anymore. I'd rather roll or pick a random personality, mannerism, appearance and physical detail. You end up with a single punchy sentence rather than the paragraph+ of the 7-sentence NPC. Anyway, here's my 7-sentence effort with Minor Arden Vul spoilers:

Killik

Occupation: Killik is a trusted lieutenant of King Weskenim and charged with running the ‘Wet Caves’. 

Physical: Wiry and battle-scarred, with eyes that gleam with intelligence and a snaggle tooth grin, Killik carries himself with the pride of a ruler.

Attributes: Killik has a wiry strength (attacks as a gnoll) and is a shrewd negotiator.

Values/Motivation: Killik values respect, diplomacy, and the strength of cooperation, striving for stability in the Wet Caves.

Interaction: He speaks in the third person, interacts with charm, confidence, calculation and authority.

Knowledge: He knows about Gog (5-2), Riglon the Varumani (5-54), the troll lifts, goblin town and King Weskenim.

Distinguishing Feature: Speaking in the third person.

Saturday, 8 February 2025

Town Planner - Part II: Designing towns and cities


(White Dwarf #32)

Paul Vernon's 'Town Planner' series continues this time looking at the layout of towns and cities.

What’s it about?

Paul looks asks did the town grow from a village or is the town planned? If planned, it’s likely owned by a noble, church, or merchant group, often near a castle, abbey, or river crossing. Like villages, towns need an economic foundation—trade is their lifeblood. Streets are often named after trades (e.g., Pot Row, Fish Row). Fairs occur outside town up to twice a year, with shops closing for the event - all trade occurs at the fair. Water access is crucial for transport and sustenance, and agriculture surrounds the town. Shops cluster at the center or near gates, while wealthier stone buildings, the guild hall, and the court dominate the heart of town. Religion, town walls, and a castle are common features. 


Cities house admin/govt buildings, palaces, a prison, and a larger military presence. In a D&D world, they might also feature magic colleges, monk and bard trainers, adventurers’ guilds, a mint, libraries, theatres, an arena, or even a zoo—depending on the campaign's flavor. A socio-economic breakdown of a medieval town is provided:

  • 30% poor
  • 30% upper working class (wealth ~50gp)
  • 30% lower middle class (wealth 100–500gp)
  • 7% middle class (wealth 500–2000gp)
  • 3% wealthy (>2000gp)

For a who’s who, start with detailing the government and powerful nobles. Fighters run the military, often with retired adventurers as trainers. Magic colleges have their own staff, temples should note the highest-level priest, and assassins’ guilds exist but require official sanction to be plausible. Thieves’ and Assassins guilds would have “forbidden lists,” and large cities could have multiple competing thieves' guilds. Paul goes into impractical detail with keying the town.


Is this a keeper?

No. The level of minutiae is overwhelming and not gameable. The series is losing me.

Friday, 7 February 2025

Town Planner - Part I: Designing and running villages


(White Dwarf #31)

Paul Vernon kicks off this well-regarded series with a focus on authentic medieval village design.


What’s it about?

Villages need an economic base—usually agriculture, livestock, or resource extraction (mining, fishing, forestry). Strategic locations, like crossroads, a mountain pass or river crossings, may also provide the reason for the village existing. Fresh water is essential. Without an economic base you don’t have a village.


Monsters in the area should have marked lairs, hunting ranges, and encounter chances within that range, but their territory shouldn't overlap with frequented village areas.


Village layouts revolve around key features: a village green, pond, moated manor, mill, guildhall (if a thriving cottage industry is present), bakehouse, or wine/cider press. Instead of taverns, expect ale-wives; inns only appear on trade routes. Other structures might include a toll-house and stocks. A religious edifice is setting optional but typically present.


Paul details villager roles, social structure, trades (weaver, miller, carpenter, smith, etc.), and services. Stone is reserved for churches and manor houses—other buildings are wooden with thatched roofs, spaced apart with their own plots. Markets, fairs, festivals, and seasonal impacts on village life are covered, along with ideas for petty rumors/gossip and village encounters.


Is this a keeper?

Yes. Heavy on medieval realism, with useful insights into village function and design, but also a lot of minutiae keeping it from the 'best of' list.

Wednesday, 5 February 2025

The Dungeon Architect Part II: The Constructed Dungeon


(White Dwarf #26)

Roger Musson discusses dungeon layout—rooms, corridors, and traps - with an emphasis on disorienting the party.

What’s it about?

Musson favors large dungeons, settling on 200 rooms a level (fewer below 4th level) to provide plenty of treasure for leveling before descending and opportunities to get lost.

Verticality: With 40' between levels, he suggests pits, galleries, sloping floors, and high passages starting near the ceiling. Including large multi-level features (e.g., a vast circular hall with galleries) adds verticality while giving access to new levels. Thieves should have chances to climb.


Fast Access: He suggests teleportation for quick lower-level access. The teleportation system should be accessible from the dungeon entrance.


Traps, Corridors & Water: Corridor traps should be suspicious but mostly harmless. Consider water like rivers and subterranean lakes - make some rooms only accessible via waterways. Corridors should feel as rich as rooms, with statues, alcoves, and interesting debris. They can be barricaded and held by various factions.


Getting Lost: Irregular layouts with varied passage widths, curves, and odd angled junctions complicate mapping.  Trapdoors, one-way doors, portcullises, and teleport traps can disorient players, forcing them to explore unfamiliar territory. Shifting dungeon layouts, with rooms moving/rotating as the players explore, can heighten confusion but risk frustrating players unless they can disable the mechanism.


Is this a keeper?

The advice on room count, verticality, water, and corridors is solid, but the heavy focus on disorienting players feels excessive. Shifting the adventure's goal to "getting out" works occasionally but shouldn't define the dungeon. Is a difficult to map dungeon that desirable? Not a "best of."

Tuesday, 4 February 2025

The Dungeon Architect Part I: The Interesting Dungeon

(White Dwarf #25)

Roger Musson argues that NPCs and their plots are the key to creating an interesting and fun dungeon.


What’s it about?

Musson critiques the “randomly generated dungeon,” where encounters are assembled without thought or flavor, resulting in a dull, procedural experience. While this might seem like a straw-man argument, I’ve played in dungeons like this, so the criticism holds weight.

 

He compares D&D not to a game but to a pastime like fishing: while the objective may be to catch fish—or gain treasure—the true goal is to enjoy the experience. Rules, treasure, and dice alone aren’t enough; creative play is essential.


For time-pressed DMs, Musson presents the dungeon as a reliable fallback but insists it should be treated like a novel, with characters and plots driving the experience. A compelling dungeon starts with a strong cast of NPCs who are as dynamic and active as the players. Their plans and actions generate interest, and the interplay between NPC goals and player decisions creates the best moments of gameplay.


Musson categorizes NPCs into four groups: the creators of, or reason for, the dungeon, its inhabitants - why are they there, how do they survive, notable figures in nearby areas - how do they tie to the dungeon, and rival adventurers. Each group is given a series of questions to help tease out dungeon related content. These characters provide context, drive plots, and make the dungeon feel alive. The success of a dungeon, he argues, is how many interesting characters it has, it's all about plans and plots.


Is this a keeper?

Yes, though it’s not making my “best of” list yet. The focus on NPC-driven design offers a fresh perspective when contrasted with procedural dungeons. While I’ve played plenty of adventures where NPCs weren’t central and enjoyed them, I see Musson’s point. I’ll need to reflect more on how this fits into my own approach.

Saturday, 1 February 2025

Sage Advice: Psionics


(Dragon #78)

While Sage Advice isn’t official canon it was as close as it got. This installment addresses psionic questions, though most involve things that will never come up. Some clarifications, however, are useful.


Anything insightful?

  • If your CHA, WIS or INT increase, you get another chance to become psionic. Alternatively, a wish can make your character psionic if you meet the required 16 INT, WIS, or CHA.
  • Elves and half-elves can now be psionic.
  • You can always mount a psionic defense, even if surprised.
  • Thought shield is the only defense mode you can use while casting a spell.
  • You cannot make a physical attack nor cast a spell and make a psionic attack in the same round.
  • Thought shield is the only defence you can use if you are doing anything other than psychic combat.
  • Psionic use, within the last 10 minutes, can be tracked by other psionics.

Should I share this with my players? 

No, but it’s a handy reference for DMs adjudicating psionics.  The important bits are summarised in ‘Anything insightful’ above. The majority of the questions are too obscure meaning there’s not enough in the article to make the ‘best of’ list.

Friday, 31 January 2025

An introduction to Dungeons & Dragons - Part III: The Spell-Using Classes

(White Dwarf #25)

The third installment of Lew’s five-part series provides an overview of playing spellcasters in Dungeons & Dragons. Articles like this, offering advice on gameplay, always catch my interest.


What’s it about?

Lew emphasizes that magic-users (M-Us) are entirely reliant on their spells, suggesting they should make up 25% of a party, ideally with plenty of elves. He stresses the importance of protecting them—useful advice for beginners, though something they’d quickly figure out on their own. The article describes various roles for M-Us, such as the commando who uses flight and invisibility to infiltrate, or the information gatherer who employs ESP and charm spells to get the lay of the land. While the strategies are sound, they don’t go beyond what a player might deduce by reading the spell descriptions—something I wish one of my players in particular would do! For players who don’t bother reading through all their classes spell descriptions, this article is a helpful starting point.


On clerics, Lew notes they’re less popular than M-Us or fighters, possibly because they’re seen as weaker spellcasters. He suggests clerics should make up 20% of a party and outlines less roles than the m-u, reflecting the clerics protective focus spell list. Druids receive only brief mention, focusing on the animal friendship spell and a favourable comparison of dogs versus first-level characters.


Anything insightful?

  • Lew’s suggested class distribution percentages for a balanced party are intriguing, though his reasoning isn’t clear.

Should I share this with my players? 

For new players, maybe.  Experienced players, no - they will know all this already. The article is too broad in scope and would be stronger if it focused on early-level gameplay rather than an overview of spellcaster roles and spells across the levels. It doesn’t make my “best of” list.

Thursday, 30 January 2025

Armed to the Teeth


(White Dwarf #65)

More weapons, finally a two-handed axe, a pavise, a flaming oil alternative and soft-soap?


What’s it about?

M J Bourne introduces new weapons and unconventional tools, including the misericorde and poniard—grappling daggers with favorable WvAC outcomes in surprise situations or grapples. Since the two are nearly identical, only one feels necessary.  We finally get a two-handed axe, though it underperforms compared to the two-handed sword, making it a suboptimal choice. The sword-breaker, a one-handed weapon with a spring mechanism, is more suited to a Renaissance setting and offers a harder disarm attempt than the ranseur (requiring you hit AC 6 instead of 8). Other additions, like blowguns, boomerangs, and the Gallic angon spear, are thematic but mechanically weak.


Then things turn interesting as the article introduces chemical warfare with Quicklime. Similar to an oil flask, those hit must save vs. poison or be stunned for 2–5 rounds. Splash damage is unclear, but I’d rule it out. Soft-Soap, a historical tool used to repel boarders, creates a slippery area where foes must save vs. dragon breath (with modifiers) or fall prone. It’s not clear how Soft-Soap is deployed - are we carrying buckets into the dungeon? Both Quicklime and Soft-Soap feel overpowered; the saves should be easier, and Quicklime’s duration should be reduced. Finally we get the Pavise which counts as a shield when firing from behind it - so just +1 AC. Missed opportunity. 


Anything insightful?

  • I like the misericorde/poniard as weapons useful in grapples. I’d apply their superior WvAC to attacks verse prone targets as well. I think Trent has a better handle on this with his take on daggers in Heroic Legendarium.

Should I share this with my players? 

No, not unless you want Quicklime bombs and buckets(?) of Soft-Soap in your game. The poniard is worth borrowing, but overall, Armed to the Teeth doesn’t make the “best of” list.

Wednesday, 29 January 2025

Be aware and take care

(Dragon #79)

What’s it about?

The article starts by saying good play relies on common sense, cooperation and prioritizing the party's survival.


The core advice is strong: have the right balance of classes, prioritize defensive spells like dispel magic over offensive ones like fireball, and set clear objectives for each expedition. If you don't have an objective your goal is to scout, gather info and avoid fights. Lew stresses the importance of gathering intel—whether from rumors, sages, or reconnaissance—and tracking party items to ensure they’re used effectively, especially if others forget about them.


He discusses the power of large parties, advocating for bolstering numbers with hirelings and henchmen. However, the article loses momentum when addressing things like dealing with evil player betrayals, and overthinking camp security. Advice about concentrating fire feels incorrect, particularly with AD&D’s random target rules.


The reminder to cut your losses and run is good advice for new players, as is the warning to leave enough resources to handle wandering monsters on the way out.


The latter half of the article falters, offering questionable spell strategies and unnecessary tactics, like post-adventure doppelganger hunting. Lew’s final note—"play the referee"— feels off-putting. While he doesn’t endorse it, his advice not to give up until you’re dead and gone, based on the observation that most DMs fudge under pressure, feels ‘wrong’ despite its truth.


Any new insights?

  • The advice to treat scouting and information gathering as goals when no clear objective exists.
  • Tracking party magic items to maximize their utility.
  • Numbers as a force multiplier underscores the value of hirelings and henchmen.

Should I share this with my players? 

Yes, the first half contains practical advice. If ruthlessly edited, it would make the “best of” list. As it stands, it’s close.

Tuesday, 28 January 2025

Useful Dungeon Equipment


(White Dwarf #12)

Lew explores creative uses for equipment, revisiting ideas he later expanded on in Dragon magazine. Was the original better?


What’s it about?

This article focuses on practical equipment ideas with rules and prices for the items discussed. Lew provides costs for silver plating weapons and explains their use, which is genuinely helpful. He also covers niche topics like bronze weapons for dealing with rust monsters, fire arrows (arrows wrapped in oiled rags), and blessing weapons for encounters with rakshasa. 


There are creative ideas like a hollow wooden tube for breathing underwater. While ideas like the bracketed droppable torch, the odd doorstop design, the clever two dead rats (to befriend or distract monsters), and the fake dust of choking are later reused in his Dragon article.


Lew ends by advising DMs to not let players get away with too much on the item front and warns that abuses of the powerful flaming oil bomb and poison should be responded to in kind by the monsters. Lew knows there are abusable parts of the game and encourages you to de-escalate them with the players before they ruin the fun.


Any new insights?

  • The inclusion of costs and gameable rules for items, such as silver-plated weapons, are appreciated.

Should I share this with my players? 

I think so. It’s got some of his ‘best’ equipment ideas and doesn’t push the envelope like his Dragon article. It's a short article that's more hits than misses. Even so, it's not making it to my “best of” list.

Monday, 27 January 2025

Ready for anything!

 

(Dragon #69)

Lew returns with out-of-the-box thinking on equipment. Engaging with the game as a game is good practice but does he push things too far?


What’s it about?

Lew suggests metal oil flasks to avoid breakage, manacles instead of rope for prisoners, and other items to solve specific problems. While creative, much is over explained. 


He spends too much time preventing potion breakage—something I rarely require rolls for unless falling into a pit or failing a fireball save. Ideas like screwing two 5’ poles into a 10’ pole or making torch protectors feel excessive/overthinking. A wine sack as a squirt gun? Not for me.


I’d allow deploying fake ‘dust of choking’ to deter pursuit from a suitably intelligent foe. Other stand out ideas: offering dead rats to dungeon monsters or carrying flawed gems as fake trinkets for barter.


Any new insights?

  • Dead rats as bait or offerings.
  • Fake trinkets like flawed gems for trading in the dungeon.

Should I share this with my players? 

No. While there are some good ideas, the advice is overexplained and geared toward outsmarting and winning arguments with adversarial DMs—a style I don’t endorse. Not a “best of” article.

Sunday, 26 January 2025

Divinations and the Divine - Another Look at Clerics in AD&D

(White Dwarf #50)

Jim Bambra, co-writer of The Enemy Within for WFRP (a campaign I loved running), explores clerics in AD&D. But is his advice worth sharing with cleric players?


What’s it about?

Jim argues that parties need clerics—something I agree with—and notes that no one wants to play them. While this hasn’t been my experience with veteran players, new players might not see the value right away.


He advocates being a protagonist for their religion. I’d like to see my players do this more often. Jim also reminds us of the historical tie between religion and society, mentioning festivals, births, and deaths.


While Jim acknowledges clerics' inspiration from medieval religious orders like templars, I think their Hammer Horror vampire-hunter origins are equally relevant. He rejects the ‘meek cleric’ stereotype, reminding us that they are warriors—at level 1, they’re as effective in combat as fighters, with maces dealing the same damage as longswords.


I appreciate his suggestion that playing a high wisdom character means following the advice in the PHB (p. 107) on successful adventures.


He highlights the importance of divinations like augury, find traps, and detect evil. However, his advice on vetting party alignment is less relevant in games that don't delve into PvP. Finally, he suggests clerics recruit henchmen from their church's acolytes, offering notes that largely follow standard henchman acquisition rules.


Any new insights?

  • The value of divinations is worth revisiting.
  • Religion's historical tie to society is a helpful reminder for worldbuilding, especially for those like me who aren’t personally religious.

Should I share this with my players? 

The article presents clerics as proactive champions of their faith and warriors for their cause, rejecting the role of support characters. It’s worth sharing with players, though it doesn’t make the “best of” list.