Preach it brother! You have the truth in your hands! Obviously they are fine as is. I guess I should figure out why I've imagined all those threads, here and on other boards abobut how the Cleric and Druid classes are too powerful, or overpowered. Maybe I should see a shrink. . .Or maybe, in expressing why you think it's not a good idea, you might actually say why you think it's not a good idea instead of (editied due to possible personal attack).Drowbane said:Clerics are Druids are fine as is.
Why do you feel the need to 'scum up' the house rules forum with this kind of sheeplike rhetoric? If I'd posted this in the Rules Forum, well now...Drowbane said:Clerics are Druids are fine as is. Why do you feel the need to reinvent the wheel? That said, you're the DM of your campaign, scum up whatever you feel like scumming up.
If a hit die reduction was there, would there be anything that suggests itself to you as appropriate compensation?danzig138 said:Losing the armor proficiency wouldn't bother me, and it hasn't bothered my players. I removed heavy armor (War domains gets it), and everything's good. I don't know about the hit die reduction though. I'd have to ask my players what they thought about that.
Likewise.Nifft said:In general, I'm not interested in forcing my settings to accomodate a stupid tin can. My PCs WILL get thrown into the water, they WILL have to clamber up the crumbling facade of an ancient zigurat, they WILL run across snow-blanked bough-bridges in the abandoned Elven capital... basically, I'm not interested in running every combat in a 10 ft. wide, 10 ft. high corridor.
Ha! I mean, no. It's just funny, I haven't been 'looking at the numbers exclusively' at all. In fact, they're almost an afterthought, as this thread might indicate...IndyPendant said:If you look at the numbers exclusively, like an accountant, clerics are over the top. Too powerful.
That's the thing. They're very popular here. OK, that might be unusual, I'm fully prepared to accept that. But it's true anyway. There've been Clerics in almost every single campaign that I've run in recent times. The only one where there hasn't been, there was a Druid.IndyPendant said:However, if you look at them with a bit of humanity in there, and include the fun-factor, and you'll notice that people just generally don't like playing clerics. Listen to your players over time; you'll see that the majority of the time when someone plays a cleric they flat-out say it's "only because the party needs a band-aid" or some such. Nail's right. Clerics need the deal sweetened to appeal to players.
One, consistently, is enough.IndyPendant said:I mean, think about it. How often have you seen parties with two PC clerics?
Few.IndyPendant said:Now think about how often you've seen parties with two PC tanks, or two PC arcane casters.
I'll keep that in mind.. no wait, I won't.IndyPendant said:Muck around with clerics at your peril.
Yes, I think that's a fair call. Do you think that would be enough, though? Maybe some more class skills too, minimum.Ferrix said:I'd say, if you drop them down to a d6 and knock off heavy armor, bump their skill points up to 4 to compensate. That gives them more of the priest/clergy aspect than the crusading warrior aspect.
Aus_Snow said:Why do you feel the need to 'scum up' the house rules forum with this kind of sheeplike rhetoric? If I'd posted this in the Rules Forum, well now...
But I didn't, for reasons such as this post of yours right there.
Shucks, why do people feel the need to 'reinvent' (improve/customise) anything, ever, with people like you bleating at them?
*deep breath*
OK. From now on, I will do my best to ignore everything on this thread other than constructive replies and suggestions for balancing factors. Your ability to read isappreciated.