“KD&D,” Part 4: Simpler & Better Clerics

This post is part of a series describing the rule changes I've made for my current fantasy role-playing campaign. "Kenton's Dungeons & Dragons," or "KD&D," is a full-fledged variant of the 1st Edition Advanced Dungeons & Dragons game initially released in 1977. Feel free to use some or all of these rule changes for your own D&D gaming, no matter what edition you play.

As I described in the inaugural post to this series, I’ve recently started playing 1e AD&D again, running a campaign for my neighbors and family.  While I’ve always enjoyed AD&D, the game system itself can be clunky and difficult, and some parts are, frankly, lame.

To make what I consider to be improvements to the core rules, I’ve borrowed ideas from issues of Dragon magazine and later D&D editions, as well as come up with a few of my own.  My operating motto for re-tooling the game is to make it, “Simpler & Better.”

In the previous post, I discussed changes I made to the number of character classes, and which races could play them. This time, as part of a deep dive into each class, I’ll fiddle with the rules from the Players Handbook (PHB), and Unearthed Arcana (UA) for clerics (I’ll cover druids in the next post).

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