Thia Halmades
First Post
It was actually a friend of mine who talked me out of making this adjustment when I had considered something similar, and (remarkably, along the same lines) considered doing a dump of Spon. Cure & implementing an improved Domain function. Instead of Cure, you get domain spells. The advantage of course being that the Heal domain promptly gave this ability back to Clerics, but I hadn't gone so far as to alter the spells known list. Merely buffed up their spontaneous casting and granted them new domains (5, 10, 15, 20).
Insofar as whether the class is weak; I'll yield the argument that they are naturally generic, and the only thing that really starts breaking them out of that mold is their domain abilities which are, as noted, a direct reflection of their chosen Deity. This (like y'all) is something I'd wanted to fix. First, by granting Clerics automatic proficiency in their Deities' chosen weapon. If they went Caitiff, they would choose a weapon that represented their own history. I had a lady playing a Caitiff Cleric in my Ravenloft campaign (where you don't want to worship those Gods ANYWAY) and her weapon was the axe she used to put her family down after they were turned into Zombies. That worked nicely. The gent who replaced her uses a Long Rifle as his weapon of choice, and took the same domains she had; Fire & Healing. Because he loves the burning.
Somewhere else around here I'd posted a Shaman variant which included the ability to cough up multiple domains and then select among those domains for chosen abilities per day. I see RaZZer99's point, in that dumping them would balance them out and keep them from having 6 granted powers, which would (similar to what Nifft & Korimyr the Rat are saying) end up acting as 'Class Features,' which I think would be tres nifty.
On top of that, as far as cutting down their HP, that I don't agree with. Part of the balance of the Cleric is their ability to stand in melee and toss heals, or at least be in the fray using Divine Reach which is just as good, but on the field, healing party members without running the immediate risk of being melted into gravy. Mmm... Holy Gravy. If we scare the Clerics into not being able to heal on the field, we're hurting everyone in the long run, and you also limit your ability to run proper boss fights, where the boss & minions can do 50 - 75% of total party resources in damage.
Which makes them more like Wizards & Sorcerers, and gimps their overall flexibility (domain granting notwithstanding). It also substantially alters their flavor (yes, even with the gravy). My problem is a flavor issue; I don't like the idea of the most flexible of all the casters having the very thing that lets them operate as effectively as they do completely removed from them. This is the fatal flaw in my thinking; while what I want to do would make them much cooler, most people are going to take the Heal domain outright to maintain their spontaneous curative ability, thus only adding one stack of domain spells which they can cast spontaneously.
Finding the happy medium of balance between more effective spontaneous casting, without removing their primary strength, is the thing I'm looking for. When 3E fixed the Cleric, they removed all of the insane extra WIS spells, but gave them the ability to pray for any spell in the book, knowing instead of consuming a ton of slots with heals, they would finally be able to do something different. I don't want to make them so different that you end up with Clerics who never heal.
LCpt. Thia Halmades
Insofar as whether the class is weak; I'll yield the argument that they are naturally generic, and the only thing that really starts breaking them out of that mold is their domain abilities which are, as noted, a direct reflection of their chosen Deity. This (like y'all) is something I'd wanted to fix. First, by granting Clerics automatic proficiency in their Deities' chosen weapon. If they went Caitiff, they would choose a weapon that represented their own history. I had a lady playing a Caitiff Cleric in my Ravenloft campaign (where you don't want to worship those Gods ANYWAY) and her weapon was the axe she used to put her family down after they were turned into Zombies. That worked nicely. The gent who replaced her uses a Long Rifle as his weapon of choice, and took the same domains she had; Fire & Healing. Because he loves the burning.
Somewhere else around here I'd posted a Shaman variant which included the ability to cough up multiple domains and then select among those domains for chosen abilities per day. I see RaZZer99's point, in that dumping them would balance them out and keep them from having 6 granted powers, which would (similar to what Nifft & Korimyr the Rat are saying) end up acting as 'Class Features,' which I think would be tres nifty.
On top of that, as far as cutting down their HP, that I don't agree with. Part of the balance of the Cleric is their ability to stand in melee and toss heals, or at least be in the fray using Divine Reach which is just as good, but on the field, healing party members without running the immediate risk of being melted into gravy. Mmm... Holy Gravy. If we scare the Clerics into not being able to heal on the field, we're hurting everyone in the long run, and you also limit your ability to run proper boss fights, where the boss & minions can do 50 - 75% of total party resources in damage.
3/ individually selected spells known. you get as many of these as a Battle Sorcerer gets (so not that many), and you choose them from the normal Cleric spell list.
Which makes them more like Wizards & Sorcerers, and gimps their overall flexibility (domain granting notwithstanding). It also substantially alters their flavor (yes, even with the gravy). My problem is a flavor issue; I don't like the idea of the most flexible of all the casters having the very thing that lets them operate as effectively as they do completely removed from them. This is the fatal flaw in my thinking; while what I want to do would make them much cooler, most people are going to take the Heal domain outright to maintain their spontaneous curative ability, thus only adding one stack of domain spells which they can cast spontaneously.
Finding the happy medium of balance between more effective spontaneous casting, without removing their primary strength, is the thing I'm looking for. When 3E fixed the Cleric, they removed all of the insane extra WIS spells, but gave them the ability to pray for any spell in the book, knowing instead of consuming a ton of slots with heals, they would finally be able to do something different. I don't want to make them so different that you end up with Clerics who never heal.
LCpt. Thia Halmades