A good idea or horrible blasphemy?

Everyone talks about clerics being overpowered and rogues (and especially their subclass Bards) beings underpowered.

So how about this for a simple solution. Switch the hit dice. Clerics and druids get a D6, while rogues and Bards get a D8.

This should balance them out in strength and sound a little more logical as well.

I always thought that clerics as divine spell chuckers should be more bookish and not so tough, while rogues who are often little more than thugs should be tougher.

Good idea?

Or horrible blaspemy for changing a core idea that has been around since Gary wrote it down.
 

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Leave druids with the D8. They get screwed with weapon selection, and to get the serious hardcore combat spells/combos, they have to be up there.

Druids should be as Tough as the Tree, as resiliant as the rock, as Smack You Down as a raging river, so they should get the D8. They're out in the woods, all the time, doin' the Natural Balance Thang. Give it to 'em.
 
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I am curious as to why people think that Clerics are overpowered (I just got back to these boards after a long break so please go light on me if this has been done to death lately:)?

Matt
 




Xarlen said:
Yes, but the tree hugger doesn't have a Dire Bear friend who could eat you. :)

That's assuming the Dire Bear doesn't decide to just eat the tree-hugger first. :D

(BTW, that did happen. Read a story a while back about a grizzly bear mauling an environmentalist.)
 

Are you kidding? With the ability and skill set rogues get? The rogue in my party is possibly the most dangerous character in the group :)

And Bards are an acquired taste - they do a FANTASTIC job in urban campaigns, and in combat improve the entire party with just a song. I agree they don't appeal to everyone, because you gotta be willing to play supporting role in combat, and up front in social situations, which is kinda backwards from lots of characters' portrayal as the strong silent type :)
 

I second the notion that rogues are just fine. The rogue in my campaign settled on ranged weapons, taking Point Blank Shot, Precise Shot, Rapid Shot, and Manyshot to date. Her and the monk work in excellent synergy, always one of them tumbling like mad to set up that multiple-shot flank, giving her the sneak attack bonus. If she's set up by the rest of the party, she outstrips the tanks in a flash, and is generally out of reach.

All that, plus sneaking around and dealing with the traps the party encounters. The rogue is just fine from my perspective. Clerics might still be overpowered though. It's hard to tell in our campaign.
 

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