StreamOfTheSky
Adventurer
comrade raoul said:But I really, really don't like what I called in the original post the "buff and bash" cleric. It should be received wisdom by this point that, given a round or two to prepare, a mid-to-high-level cleric can imbue herself with combat abilities that match or even exceed those comparably experienced fighters or barbarians. All of this has to do with the three spells I pick out in the original post: the first-level spell that gives the cleric massive, and readily stackable, bonuses to attack and damage; the fourth-level spell that gives her a fighter-grade base attack bonus and helpful ability bonuses; and the fifth-level spell that gives her added size and powerful DR. Eliminating these spells doesn't cripple the cleric, who still has lots of very useful buffs -- think of shield of faith, prayer, or bull's strength -- but it means that she is not going to be upstaging the party fighter. Clerics, even without heavy armor, can still play their traditional role as defensive, supporting melee participants.
You make good points, and I understand that you don't like the "buff and bash" cleric. But I contest your statement about a prepared cleric beating up a fighter in combat. You're correct, but... a wizard can just as easily. The difference is, the wizard doesn't litterally "bash", he just uses fly, invisibility, blink, tenser's transformation, shapechange/polymorph, ethereal jaunt, force cage, fire shield, etc... in some horrible combination. Same basic end result.
comrade raoul said:Is eliminating these three spells, and immediate access to heavy armor (note that IMC nobody gets heavy armor for free, though fighters and paladins get easier ways to access it), enough to justify increasing the cleric's skill points? I think so. It probably, in an objective sense, gives the cleric more than she had earlier, but what the cleric gets is largely orthogonal to her traditional concern with helping her party succeed in combat. In effect, my rule trades one option for the cleric -- the ability to temporarily become a combat monster -- for another -- the ability to better become (as Nyeshet) puts it, a "sage with people skills."
If no one gets heavy armor prof. for free, then denying the clerics is certainly fair. Not having it isn't even so bad. Just stick to breastplate until you can afford mithral fullplate. As far as the trade of the spells for skills itself, it'll depend on the player. I'd see it as a raw deal because I don't see much use in knowledge: local, and high wisdom and spells like discern lies and zone of truth make ranks in sense motive less worth the expenditure to a cleric. If the cleric's really a people person, how about: 4 + int skill points and the following skills added to his list: bluff, intimidate, sense motive, and (possibly) gather information. i might even give him knowledge: nobility and royalty, as religion and rulership are so often intertwined in both actual medieval times and medieval fantasy. keep in mind, if you look at a class that gets 2 + skills points versus a 4 +, the lists usually have more than 2 skills difference, so adding 4 extra isn't necessarily out of line. The cleric's still limited by his skill points how many skills he actually has.