Death Zebra
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I've yet to see someone who doesn't find a reason to multiclass out of cleric as soon as possible because there's no fun in running around slapping bandaids on party members while they get to kill the big bad guys and brag about it later ("you were flanking, and I sneak attacked for a bazillion points of damage!! I'm awesome!").
Well, that is a problem of DnD overall, isn't it? I mean, I played in a game where the DM REALLY REALLY wanted to run a dungeon crawl. I was a fighter and was bored most of the time, because the game was basically a half hour of watching the Rogue do everything (search, disable traps, move silent to scout ahead, etc.) while we hung back. Then when he found something to fight we jump in, have a ten minute fight, then it was back to watching him search the area, check chests for traps, etc., then another half hour of watching him scout.
The trick is to write/find adventures that give specific things for all the character types to do. Instead of the rouge bypassing a trap, how about the Cleric using his Knowledge's or Spells to gain divine insight to get by a problem, bringing him into the front as something other than a healer.
but, as my argument of overuse of undead and Drow as cliche's, its hard to find adventures that do anything other than treat the classes as their cliche. There is still a mindset of old AD&D, the days before skills, and many writer's and players see skills as kind of a nuisance. I just played a game with a guy who prefers AD&D 1st Ed. because it is simpler. Sure it is, if you like to have your role clearly limited.
This is not true for all adventures, and I think Paizo has risen above these. Even pre-Paizo Dungeon rose above it all years ago. One of my fave adventures was a ghost-mystery module with almost no combat. Everything was deduction and use of non-weapon proficiencies.
