As a Cleric in DCC, your Lay on Hands effectiveness is dictated in large part by your Alignment vs the Alignment of the recipient. It's one of the few times Alignment is mechanically relevant, and I'm a fan of it. I'm also a big fan of the many-faceted Neutral Alignment, which for the most part misses out on this mechanic. Nobody is opposed to Neutral, meaning Neutral Clerics are at least moderately effective at healing literally anyone. Not only that, but Disapproval does not occur when healing any Alignment, which is the most mechanically significant part of a Cleric's relationship with their God.
This also means that Neutral Cleric is objectively the best choice - objectively better character options being something I've mentioned I am not a fan of before. You can heal anyone and there are only two possible match-ups, the results of which amount to "good" or "great". The "bad" possibility is just gone.
Neutral Clerics still have the ability to Turn Unholy, so there must be beings out there that are opposed to your God. This should be true for any God that stands for literally anything - hell, even if they don't. The truest of Neutral characters will still have enemies.
"What makes a man turn Neutral?" |
I'm not really breaking any ground here, but I would suggest that Neutral Clerics still have to treat characters as Opposed Alignment if they are someone their God would consider sinful, or that person's actions are antithetical to their God's goals. A druidic Cleric of nature can, by the book, Turn Unholy against demons; that alone makes a lot of Wizards troublesome to deal with even if the Wizard is Lawful or Neutral. Would your God who turns demons want you to aid someone who bargains with a demon prince?
It's essentially the same philosophy espoused on p. 108 of the core book, where the author suggests discouraging Clerics from attempting to heal spellburn damage.
A Cleric might find their God sending an omen of disapproval after healing a passing traveler with a wound they refuse to talk about. This could be the hint that leads to the discovery that the man was in fact a werecreature, recently out of a run-in with a therianthrope hunter.
Your Cleric and Wizard could find themselves at odds once the Wizard starts delving into necromancy - while there may have been no qualms with the Patron, undeath is too great a sin for your God to simply ignore.
If your Turn Unholy includes animals or monstrous creatures as the rules suggest, this might stretch so far as to include animal-folk or races considered "monstrous" like orcs.
Just try to play up the relationship with their God and the required devotion to their goals. After all, without them a Cleric is nothing, and I think the Cleric-deity dynamic is what makes an interesting Cleric. Disapproval as a mechanic is a strong motivator and a great story engine while not actually being overly punishing most of the time.