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Cleric nerf feedback.
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<blockquote data-quote="ARandomGod" data-source="post: 2035932" data-attributes="member: 17296"><p>This is what I do.</p><p></p><p>And, gods are fickle. If an arcane caster gets a spell that you don't like, you have to come up with a reason to take it away from him. If a divine spell turns out to be something you don't like, the caster just doesn't have access to that spell when he prays the next day.</p><p></p><p>I like the idea of only getting one domain power... those powers can be very good. But I think that would be better tied to the god as well. If you have time to make up a diety system. Because some domain powers are better than others, and can easily see allowing a character to have both domain powers if they're two of the weaker powers.</p><p></p><p>I'd probably let them keep armor proficiency. They need it, it's not too much.. Clerics and pure fighters are nearly the only people I ever see wearing more than light armor! Well, there was a paladin once. The only paladin I've ever seen played well (Read: Not Annoying), too. I'm impressed with that guy.</p><p></p><p>I'm still undecided on the idea of domain slots being a cleric only ability. But it does make sense. I can see it as a pretty good nerf. Not too harsh, they should be giving up some things when they PrC!</p><p></p><p></p><p></p><p></p><p>Is this actually in there? I mean, I know/knew about the only once per day thing, and only getting their spells at a set time (usually dawn or dusk IMC's), but we recently had a game wherein sleep was a factor, and a short rules search determined that clerics don't actually need to sleep at all, just to pray at dawn or dusk. It's only the arcanists that get screwed if they don't get sleep.</p><p></p><p></p><p></p><p>I completely agree with that. A good point, one I hadn't thought of... and just the type of thing I meant when I said I was undecided about the issue originally. </p><p>So yes, with this exception I think it would be a fine nerf.</p><p></p><p></p><p></p><p>Almost certainly true. I used to have to grant them all kinds of bonuses to entice someone to play one, and they still generally wouldn't. But now I do think that they have too much. Not a lot too much, but too much.</p><p></p><p></p><p></p><p>Ah Ha! </p><p>And this was the justification by which we determined that the clerics didn't need to actually sleep at all. "Time spent resting has no effect on whether a cleric can prepare spells." And, if you look at their spells, one of them removes fatigue. Cast that one every day and never sleep again. </p><p></p><p></p><p></p><p>This is an important point. But I think it depends a lot on the players. I know of games where the GM has to beg the players to NOT play a cleric. When they're really getting into the power of the cleric, it's time to tone the class down. But if in your campaign the cleric's are still rare, or people don't normally play them, then you should probably allow them to remain as powered as they are, potentially overpowered as that might be.</p><p></p><p></p><p></p><p>You want to kill this off? It's easily done. Simply allow ALL casters to spontaniously cast cure spells. Yes, arcanists too. I did that in the game I'm currently running and the wizard actually complained! OK, so I gave him weaker versions of the healing spells, but that's not what he was complaining about. He didn't want to be able to do it. Of course, too late, he is. Now he just doesn't want the other players to KNOW about it!</p><p>^_^</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 2035932, member: 17296"] This is what I do. And, gods are fickle. If an arcane caster gets a spell that you don't like, you have to come up with a reason to take it away from him. If a divine spell turns out to be something you don't like, the caster just doesn't have access to that spell when he prays the next day. I like the idea of only getting one domain power... those powers can be very good. But I think that would be better tied to the god as well. If you have time to make up a diety system. Because some domain powers are better than others, and can easily see allowing a character to have both domain powers if they're two of the weaker powers. I'd probably let them keep armor proficiency. They need it, it's not too much.. Clerics and pure fighters are nearly the only people I ever see wearing more than light armor! Well, there was a paladin once. The only paladin I've ever seen played well (Read: Not Annoying), too. I'm impressed with that guy. I'm still undecided on the idea of domain slots being a cleric only ability. But it does make sense. I can see it as a pretty good nerf. Not too harsh, they should be giving up some things when they PrC! Is this actually in there? I mean, I know/knew about the only once per day thing, and only getting their spells at a set time (usually dawn or dusk IMC's), but we recently had a game wherein sleep was a factor, and a short rules search determined that clerics don't actually need to sleep at all, just to pray at dawn or dusk. It's only the arcanists that get screwed if they don't get sleep. I completely agree with that. A good point, one I hadn't thought of... and just the type of thing I meant when I said I was undecided about the issue originally. So yes, with this exception I think it would be a fine nerf. Almost certainly true. I used to have to grant them all kinds of bonuses to entice someone to play one, and they still generally wouldn't. But now I do think that they have too much. Not a lot too much, but too much. Ah Ha! And this was the justification by which we determined that the clerics didn't need to actually sleep at all. "Time spent resting has no effect on whether a cleric can prepare spells." And, if you look at their spells, one of them removes fatigue. Cast that one every day and never sleep again. This is an important point. But I think it depends a lot on the players. I know of games where the GM has to beg the players to NOT play a cleric. When they're really getting into the power of the cleric, it's time to tone the class down. But if in your campaign the cleric's are still rare, or people don't normally play them, then you should probably allow them to remain as powered as they are, potentially overpowered as that might be. You want to kill this off? It's easily done. Simply allow ALL casters to spontaniously cast cure spells. Yes, arcanists too. I did that in the game I'm currently running and the wizard actually complained! OK, so I gave him weaker versions of the healing spells, but that's not what he was complaining about. He didn't want to be able to do it. Of course, too late, he is. Now he just doesn't want the other players to KNOW about it! ^_^ [/QUOTE]
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