Nerfing the Cleric
What a term. Gotta love that.
My biggest beef with the cleric was thematic ... an armored, well-armed warrior-priest is more like the Paladin's role, or a Fighter-Cleric multiclass. Cleric, alone, should be a Divine Spellcaster, first and foremost. But, a massive rewrite would be bad. So, what to do?
The first thing I did is whack the armor down to just light. With light armor and simple weapons, the Cleric quickly changed from a warrior-priest to a priest who could fight in a pinch. That was big.
Next was Turn undead. Too many times, a Cleric of any level would just obliterate the Undead. Necromantic armies of zombies? Not a threat. The only way to slow them down was to throw so many waves of Zombies that all the Turn uses for the day would be burned out, but then you just handing teh party a huge pile of XP. This had to go.
Instead of Turn Undead, my clerics get Turn Outsider, with good aligned being able to call on Devas and turn Demons/Devils, while Evil could command Demons/Devils and turn Deva. THAT worked out marvelously well. To keep the traditional weakness alive, Vampires gained the added vulnerability of 'May be turned as if an Outsider by a Cleric'. By making them more planar-centric, the battles against demonic-types got much more storyline, while fights against the Undead actually got creepy and dangerous.
I'm so happy about THAT change that I'll never, ever go back.