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4E Gods - Where's the crunch?
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<blockquote data-quote="WizarDru" data-source="post: 4361994" data-attributes="member: 151"><p>'Pretty easy' and 'good bit of work' are, to me, mutually exclusive. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>4e clerics are fairly generic in the mechanical sense...but I'm not sure that I agree that a specialized weapon, a daily domain spell and a skill or save bonus necessarily equals 'mechanical diversity'. In my games, many of these bonuses didn't really apply most of the time. My players clerics have always diversified themselves through RP far more than through a simple rules bonus.</p><p></p><p>I'm not disagreeing that 3e clerics were, out of the gate, more diversified by rules. I'm arguing that they weren't always equal from deity to deity and that at the end of the day, I'm not sure they were all that different. Unless you were playing with someone like a cleric of Wee Jas who couldn't do spontaneous healing (which made him a pretty sucky ally in battle) or a selfish war-priest who was more interested in self-buffing than helping his comrades, chances are that most clerics ended up in the same routine during combat, whether they venerated Pelor, Corellion, Sehanine, Clangeddin or Garl Glittergold.</p><p></p><p>That said, I would LIKE more options for clerics and I expect that WotC will be rolling many out soon. For my homebrew, I'm going to probably give more options for the Channel Divinity ability and will certainly keep KM's ideas in mind. The act of changing one skill for the cleric based on the deity is pretty snazzy (AND easy).</p></blockquote><p></p>
[QUOTE="WizarDru, post: 4361994, member: 151"] 'Pretty easy' and 'good bit of work' are, to me, mutually exclusive. ;) 4e clerics are fairly generic in the mechanical sense...but I'm not sure that I agree that a specialized weapon, a daily domain spell and a skill or save bonus necessarily equals 'mechanical diversity'. In my games, many of these bonuses didn't really apply most of the time. My players clerics have always diversified themselves through RP far more than through a simple rules bonus. I'm not disagreeing that 3e clerics were, out of the gate, more diversified by rules. I'm arguing that they weren't always equal from deity to deity and that at the end of the day, I'm not sure they were all that different. Unless you were playing with someone like a cleric of Wee Jas who couldn't do spontaneous healing (which made him a pretty sucky ally in battle) or a selfish war-priest who was more interested in self-buffing than helping his comrades, chances are that most clerics ended up in the same routine during combat, whether they venerated Pelor, Corellion, Sehanine, Clangeddin or Garl Glittergold. That said, I would LIKE more options for clerics and I expect that WotC will be rolling many out soon. For my homebrew, I'm going to probably give more options for the Channel Divinity ability and will certainly keep KM's ideas in mind. The act of changing one skill for the cleric based on the deity is pretty snazzy (AND easy). [/QUOTE]
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