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Cleric changes explained (Podcast)
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<blockquote data-quote="Tony Vargas" data-source="post: 5571265" data-attributes="member: 996"><p>Not to multiple enemies, he can't.</p><p></p><p>The nerf to AE sizes were worse than those to damage, IMHO. The rationale that 'tables don't get bigger' is disengenuous. They might not plan to put bigger maps in thier Epic-level adventures but there are some big battle mats on the market, you can always lay two of them side-by-side, very high level adventures tend to go 3D, /and/ monsters do get bigger, enough space for several huge or gargantuan enemies is going to leave a close burst 2 looking pretty anemic. (Not that 'the radiant wrath of my Lord doesn't exceed the reach of a lowly pike,' is exactly robust and impressive at anly level)</p><p></p><p>Besides, if a "close burst 8 is everything in the combat" why do bows and crossbows have ranges /at all/, since there will /never/ be a 20-square wide combat in D&D at any level?</p><p></p><p>Similarly, to make the Clerics AEs more leadery and less controllery, it'd've made sense to keep them enemy-targetting, and give them (as many cleric powers already have) benefit allies in the area, as well.</p><p></p><p>In summary on AEs:</p><p></p><p>Damage nerf: OK.</p><p></p><p>Area nerf: excessive.</p><p></p><p>Targeting nerf: actually less supportive of the Leader role.</p><p></p><p>No compensating leader function to compensate for the nerfing: Priceless.</p><p></p><p></p><p>True, in general, with a group that has good 'fire discipline.' Some leaders do get to be the captain of Seal Team Six, but others are stuck playing cat-herder. There are times when big fat healing will save a party's collective butt. It's not the most fun and interesting thing to do, though, and it's decidedly a secondary thing in the action economy - the Cleric needs something to do as well as pop off healing words. The STR cleric got some toys to play with, the WIS Cleric, though, has had the batteries taken out of some of his more intereting toys.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5571265, member: 996"] Not to multiple enemies, he can't. The nerf to AE sizes were worse than those to damage, IMHO. The rationale that 'tables don't get bigger' is disengenuous. They might not plan to put bigger maps in thier Epic-level adventures but there are some big battle mats on the market, you can always lay two of them side-by-side, very high level adventures tend to go 3D, /and/ monsters do get bigger, enough space for several huge or gargantuan enemies is going to leave a close burst 2 looking pretty anemic. (Not that 'the radiant wrath of my Lord doesn't exceed the reach of a lowly pike,' is exactly robust and impressive at anly level) Besides, if a "close burst 8 is everything in the combat" why do bows and crossbows have ranges /at all/, since there will /never/ be a 20-square wide combat in D&D at any level? Similarly, to make the Clerics AEs more leadery and less controllery, it'd've made sense to keep them enemy-targetting, and give them (as many cleric powers already have) benefit allies in the area, as well. In summary on AEs: Damage nerf: OK. Area nerf: excessive. Targeting nerf: actually less supportive of the Leader role. No compensating leader function to compensate for the nerfing: Priceless. True, in general, with a group that has good 'fire discipline.' Some leaders do get to be the captain of Seal Team Six, but others are stuck playing cat-herder. There are times when big fat healing will save a party's collective butt. It's not the most fun and interesting thing to do, though, and it's decidedly a secondary thing in the action economy - the Cleric needs something to do as well as pop off healing words. The STR cleric got some toys to play with, the WIS Cleric, though, has had the batteries taken out of some of his more intereting toys. [/QUOTE]
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