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D&D Older Editions, OSR, & D&D Variants
Clerics in 3.5
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<blockquote data-quote="Kae'Yoss" data-source="post: 1622651" data-attributes="member: 4134"><p>Clerics are very powerful, that's true.</p><p></p><p></p><p></p><p>Don't forget Divine Favour <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Well, you can't use that combo all day (unless you only have one fight per level) Sure, on higher levels you can quicken them, but you're still limited in your uses per day, and on lower levels you'll need some time to prepare - and you don't always have the option to do so before combat. So you'll miss out at least one round (and fights in D&D tend to be rather short, so that's a lot)</p><p></p><p>Then, they don't last long, so even if you use them before a fight, there is the possibility that the enemy comes only after your spells have run out.</p><p></p><p>And if you fight a spellcaster, he might be smart enough to put a targeted dispel on the oversized cleric....</p><p></p><p></p><p></p><p>Virtually all? I only know about Disintegrate. One of the more devastating wizard spells.</p><p></p><p>Clerics, on the other hand, got toned down in several instances:</p><p>Hold person now allows additional saves - and clerics get that sooner than wizards. A cleric 3 could had the first virtual save or die spell with that. Now the guy gets to make another save, so you need to get the timing right to deliver the CdG, and you can't hack away at your leisure as he'll snap out sooner or later.</p><p>Harm, one of the most problematic spells in 3e, has been toned down as well, and won't reduce the Great Red Wyrm to 1d4 hp without a save on his part.</p><p></p><p></p><p>Clerics are often acused to be too versatile (but funnily enough, people also state that they're too bland, and not customizable enough, and 2e had that better). </p><p></p><p>I'm not totally sure whether I say they're too versatile, but I wouldn't say they're "way too versatile".</p><p></p><p></p><p></p><p>I think, that's because it isn't Greater Create Undead (so the task of creating undead has become greater), but Create Greater Undead (so the undead you create are greater ones). </p><p></p><p>Also, note that Create Undead doesn't reference Animate Dead (while it does state that it is a much more potent spell than animate dead, it doesn't say "as animate dead, except...") so Animate Dead doesn't belong to the chain spell. And "Create Undead, Greater" was also unnecessary because the spells both start with Create and are next to each other in the book.</p><p></p><p>The only spell chain they messed up more or less, is alter self/ polymorph /shapeshift. they reference each other but are several pages apart. They could have renamed them lesser polymorph, polymorph, greater polymorph (and polymorph any object and polymorph, baleful)</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1622651, member: 4134"] Clerics are very powerful, that's true. Don't forget Divine Favour :) Well, you can't use that combo all day (unless you only have one fight per level) Sure, on higher levels you can quicken them, but you're still limited in your uses per day, and on lower levels you'll need some time to prepare - and you don't always have the option to do so before combat. So you'll miss out at least one round (and fights in D&D tend to be rather short, so that's a lot) Then, they don't last long, so even if you use them before a fight, there is the possibility that the enemy comes only after your spells have run out. And if you fight a spellcaster, he might be smart enough to put a targeted dispel on the oversized cleric.... Virtually all? I only know about Disintegrate. One of the more devastating wizard spells. Clerics, on the other hand, got toned down in several instances: Hold person now allows additional saves - and clerics get that sooner than wizards. A cleric 3 could had the first virtual save or die spell with that. Now the guy gets to make another save, so you need to get the timing right to deliver the CdG, and you can't hack away at your leisure as he'll snap out sooner or later. Harm, one of the most problematic spells in 3e, has been toned down as well, and won't reduce the Great Red Wyrm to 1d4 hp without a save on his part. Clerics are often acused to be too versatile (but funnily enough, people also state that they're too bland, and not customizable enough, and 2e had that better). I'm not totally sure whether I say they're too versatile, but I wouldn't say they're "way too versatile". I think, that's because it isn't Greater Create Undead (so the task of creating undead has become greater), but Create Greater Undead (so the undead you create are greater ones). Also, note that Create Undead doesn't reference Animate Dead (while it does state that it is a much more potent spell than animate dead, it doesn't say "as animate dead, except...") so Animate Dead doesn't belong to the chain spell. And "Create Undead, Greater" was also unnecessary because the spells both start with Create and are next to each other in the book. The only spell chain they messed up more or less, is alter self/ polymorph /shapeshift. they reference each other but are several pages apart. They could have renamed them lesser polymorph, polymorph, greater polymorph (and polymorph any object and polymorph, baleful) [/QUOTE]
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