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Cleric nerf feedback.
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<blockquote data-quote="Drugged Dwarf" data-source="post: 2035619" data-attributes="member: 25447"><p>Another thing I have noted about clerics that was adressed by someone above: </p><p></p><p>1) People really do not like playing them. At all. I have been in about five different d&d campains in this past seven months of me playing, and I can tell you of all of them I have only ever seen one person other than me keen to play a cleric. Hell there are more people playing rogues out there and if that isn't wrong I don't know what is. </p><p></p><p>2)If anything, I think people are very very wrong in not truely playing clerics out. I have DM whom I play with every two weeks (bless his heart) and you will no BELIEVE the restrictions I have. You think druids and paladins needed to be played right, you got another damn thing coming. I have gone from owning my own global church, to running a secret holy service, to doing deals with the Lords of Dust, to being Geased by a planetar for not abiding by the rules of my church. Playing a walking ambulance is harder than you guys think!</p><p></p><p>Its the same way with druids. If you want to restrict them from being so nerf as you say, you have to focus more on the roleplaying. PLUS: you can make simple changes to their powers and domain skills by applying these changes according to what happened to that particular character in the past. Grew up as a fighter type? lessen his spell advancement to a sorceror type and grant him fighter feats. focuses on being a caster type person? take away heavy armour proficency and grant him a Divine metamagic feat. Blacksmith? remove his turn undead skill and grant him some crafting abilities. Its all up to you as a DM to make it fun for the character. Not to stand there and go 'Well, you know what? I think clerics are broken. so anyone going to play a cleric is going to have a sick-load of house rules shoved up their ass.' You think someone would play it then?</p><p></p><p>I'm sorry... I think i am going off topic for a while. this is about your changes...</p><p></p><p>A good idea is to lower the 8d roll into a 6d roll as well. that would remove the idea of a super tank from their heads.</p></blockquote><p></p>
[QUOTE="Drugged Dwarf, post: 2035619, member: 25447"] Another thing I have noted about clerics that was adressed by someone above: 1) People really do not like playing them. At all. I have been in about five different d&d campains in this past seven months of me playing, and I can tell you of all of them I have only ever seen one person other than me keen to play a cleric. Hell there are more people playing rogues out there and if that isn't wrong I don't know what is. 2)If anything, I think people are very very wrong in not truely playing clerics out. I have DM whom I play with every two weeks (bless his heart) and you will no BELIEVE the restrictions I have. You think druids and paladins needed to be played right, you got another damn thing coming. I have gone from owning my own global church, to running a secret holy service, to doing deals with the Lords of Dust, to being Geased by a planetar for not abiding by the rules of my church. Playing a walking ambulance is harder than you guys think! Its the same way with druids. If you want to restrict them from being so nerf as you say, you have to focus more on the roleplaying. PLUS: you can make simple changes to their powers and domain skills by applying these changes according to what happened to that particular character in the past. Grew up as a fighter type? lessen his spell advancement to a sorceror type and grant him fighter feats. focuses on being a caster type person? take away heavy armour proficency and grant him a Divine metamagic feat. Blacksmith? remove his turn undead skill and grant him some crafting abilities. Its all up to you as a DM to make it fun for the character. Not to stand there and go 'Well, you know what? I think clerics are broken. so anyone going to play a cleric is going to have a sick-load of house rules shoved up their ass.' You think someone would play it then? I'm sorry... I think i am going off topic for a while. this is about your changes... A good idea is to lower the 8d roll into a 6d roll as well. that would remove the idea of a super tank from their heads. [/QUOTE]
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