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Cleric Playtest Summary
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<blockquote data-quote="Li Shenron" data-source="post: 8851956" data-attributes="member: 1465"><p>Channel Divinity moved one level earlier -> this means you have 2 resource-based ability to manage at 1st level instead of one (spells), more mandatory complexity already at the start of the game</p><p></p><p>Channel Divinity changed from short-rest based to long-rest based -> this is a dealbreaker for me, since the short/long rests core mechanics of 5e works perfectly for my purposes and the way I run adventures</p><p></p><p>Divine Spark -> one more healing options and one more damaging option, the class already has too many of both (especially Life Cleric)</p><p></p><p>Holy Order -> martial weapon proficiency to potentially every cleric is a bit too good, I'd rather have it exclusive to a very few domains </p><p></p><p>Blessed Strikes -> besides this being boring (already too many 5.0 domain granted Divine Strike instead of having more variety) now it defaults every Cleric to radiant damage, meaning even less variety</p><p></p><p>Holy Order (9th level) -> since the three options available are completely different, most likely the second choice ends up being redundant for your character</p><p></p><p>Divine Intervention -> irrelevant change from 7 days to 2d6/2d4 days, one more number you have to write somewhere and keep track of</p><p></p><p>Generally speaking this is again mostly change for the sake of change (they MUST publish a 50th years anniversary edition, so they are changing bits only to make the update relevant) plus power creep on what is possibly the last class in the game that needs that.</p><p></p><p>Your mileage might vary, and if you're bored and think you need new books to boost your interest in the hobby, go ahead and support the change, but to me there is nothing here that improves my game significantly, only stuff that is irrelevant or gets in the way we're already playing.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8851956, member: 1465"] Channel Divinity moved one level earlier -> this means you have 2 resource-based ability to manage at 1st level instead of one (spells), more mandatory complexity already at the start of the game Channel Divinity changed from short-rest based to long-rest based -> this is a dealbreaker for me, since the short/long rests core mechanics of 5e works perfectly for my purposes and the way I run adventures Divine Spark -> one more healing options and one more damaging option, the class already has too many of both (especially Life Cleric) Holy Order -> martial weapon proficiency to potentially every cleric is a bit too good, I'd rather have it exclusive to a very few domains Blessed Strikes -> besides this being boring (already too many 5.0 domain granted Divine Strike instead of having more variety) now it defaults every Cleric to radiant damage, meaning even less variety Holy Order (9th level) -> since the three options available are completely different, most likely the second choice ends up being redundant for your character Divine Intervention -> irrelevant change from 7 days to 2d6/2d4 days, one more number you have to write somewhere and keep track of Generally speaking this is again mostly change for the sake of change (they MUST publish a 50th years anniversary edition, so they are changing bits only to make the update relevant) plus power creep on what is possibly the last class in the game that needs that. Your mileage might vary, and if you're bored and think you need new books to boost your interest in the hobby, go ahead and support the change, but to me there is nothing here that improves my game significantly, only stuff that is irrelevant or gets in the way we're already playing. [/QUOTE]
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