mrpopstar
Sparkly Dude
Does it have to do anything for a cleric other than emphasize the general wisdom associated with the class?Does Wisdom actually do anything for a Cleric other than set the attack bonus or DC, and grant a couple more spells?
Does it have to do anything for a cleric other than emphasize the general wisdom associated with the class?Does Wisdom actually do anything for a Cleric other than set the attack bonus or DC, and grant a couple more spells?
It can work if everyone wants to play themselves, but as heroes in a D&D setting.I keep toying with removing INT/WIS/CHR and replacing them with characteristics that the character has and not the player. I'd replace them with knowledge, perception, and willpower. I just think it's odd that we don't ask the player to lift a couch to pass a strength test, but we make them roll a dice to see if they can talk to someone.
I'd rather use the players wisdom, intelligence, and charisma to solve challenges that need them.
The reason I've not done that yet is because I don't want to alter the game that much and it may turn off my players.
Does it have to do anything for a cleric other than emphasize the general wisdom associated with the class?
Ah! Yes, completely agree.Just making the point that being a "better cleric" doesn't have to automatically tie in with being better at clerical spellcasting. Thus unless you're trying to optimise the class, you don't need to tie in spellcasting to what you believe is the highest stat a cleric should have for all varieties of cleric.
I haven't gone to 5th edition, nor even 4th, but it has recently struck me that clerics and sorcerers have their spellcasting stats backward. So, I agree, clergy should cast from Charisma and sorcerers from Wisdom.
Charisma as a casting stat associates magic with your person.
The magic of clerics does not arise from their person.
Clerics, for all intents and purposes, are tools.
There is no barter, exchange, swear or oath.
They are simply vessels, conduits.
They are selfless in that regard.
Charisma, as it has been presented, is an awkward fit.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.