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A new way to see the cleric...
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<blockquote data-quote="kerleth" data-source="post: 6041936" data-attributes="member: 84383"><p>There are many players who still use Dnd for hack-and-slash. There are also many that want some hack-and-slash one sequence and some heavy roleplay another. The goal of next, and one that should come in at least as important to any other concerns, is to make a game both can play.</p><p> </p><p>As far as channel divinity goes, I thought last playtest packet was a GREAT start. In fact, I think last playtest packet was really close to what I would want out of a cleric. Not necessarily in spells per day, but in how domain/deity choice really makes them feel different. Fold turn undead in with channel divinity by default to make that group happy, and I thought we had a winner (My opinion only, of course).</p><p> </p><p>Not every cleric should be proficient with heavy armor. The idea of a robed priest with little combat training exists in the fiction and has it's place. And not all of these are particularly graceful so that they would want light armor anyways.</p><p> </p><p>While on the subject, this is my take on healing spells. Do I want a cleric who can heal with one hand and smite with the other. Well yeah. Do I want to be able to infuse an ally with vigor, not only restoring his health but sending him back into the fray with even great strength. Yes. do I want to be able to call forth pure holy light from my holy symbol, blinding and harming my enemies while bringing surcease to my allies. Heck Yeah!!</p><p>But I also want the iconic "laying on of hands". (Not the class feature, the real world term that inspired it). I want to be able to play Goldmoon or Elistan, iconically kneeling beside a wounded ally while I focus on them, their wounds knitting slowly. WITHOUT having to make a suboptimal choice.</p><p> </p><p>Just my thoughts.</p></blockquote><p></p>
[QUOTE="kerleth, post: 6041936, member: 84383"] There are many players who still use Dnd for hack-and-slash. There are also many that want some hack-and-slash one sequence and some heavy roleplay another. The goal of next, and one that should come in at least as important to any other concerns, is to make a game both can play. As far as channel divinity goes, I thought last playtest packet was a GREAT start. In fact, I think last playtest packet was really close to what I would want out of a cleric. Not necessarily in spells per day, but in how domain/deity choice really makes them feel different. Fold turn undead in with channel divinity by default to make that group happy, and I thought we had a winner (My opinion only, of course). Not every cleric should be proficient with heavy armor. The idea of a robed priest with little combat training exists in the fiction and has it's place. And not all of these are particularly graceful so that they would want light armor anyways. While on the subject, this is my take on healing spells. Do I want a cleric who can heal with one hand and smite with the other. Well yeah. Do I want to be able to infuse an ally with vigor, not only restoring his health but sending him back into the fray with even great strength. Yes. do I want to be able to call forth pure holy light from my holy symbol, blinding and harming my enemies while bringing surcease to my allies. Heck Yeah!! But I also want the iconic "laying on of hands". (Not the class feature, the real world term that inspired it). I want to be able to play Goldmoon or Elistan, iconically kneeling beside a wounded ally while I focus on them, their wounds knitting slowly. WITHOUT having to make a suboptimal choice. Just my thoughts. [/QUOTE]
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