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General Tabletop Discussion
*Dungeons & Dragons
Clerics of Life: Broken, Bad Design, or Working as Intended?
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<blockquote data-quote="DaveDash" data-source="post: 6471826" data-attributes="member: 6786202"><p>Healing is probably the last most optimal form of force multiplier.</p><p></p><p>Let's say you rush 50 humanoids at your party. A Wizard is probably going to be a significantly greater force multiplier than a life cleric.</p><p></p><p>In order of force multipliers here is my personal rank:</p><p></p><p>#1. Crowd Control. For example, DC16+ Hold Person basically renders entire humanoid encounters trivial. Undead? Turn undead. Fiends/Elemental's/Fey? Banishment. Fighting two Dragons? Turn that into a one Dragon fight using Force Cage, you've just halved the difficulty. Fighting one Dragon? Force cage him (Adult or smaller) and pepper him with arrows from outside of breath weapon range. Irresistible Dance? Basically as good as an auto surprise round. Note: Spells like Wall of Fire also fall under 'crowd control' as well. </p><p></p><p>#2. Making sure you don't get hit in the first place by stacking up on defensive abilities, class features, and having a good AC. Never leave home without a Paladin.</p><p></p><p>#3. Dealing large amounts of damage. Kill them before they kill you. This can lead to 'rocket tag' encounters though if you get unlucky with the dice, which is why I rate it lower than 1 and 2.</p><p></p><p>#4. Finally healing. Healing is a reactive strategy and generally a resource poor one, especially in combat healing. I generally rate this last. Having a life Cleric makes in combat healing <em>feasible</em>, instead of hopelessly inefficient (with the exception of a couple of spells and abilities).</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6471826, member: 6786202"] Healing is probably the last most optimal form of force multiplier. Let's say you rush 50 humanoids at your party. A Wizard is probably going to be a significantly greater force multiplier than a life cleric. In order of force multipliers here is my personal rank: #1. Crowd Control. For example, DC16+ Hold Person basically renders entire humanoid encounters trivial. Undead? Turn undead. Fiends/Elemental's/Fey? Banishment. Fighting two Dragons? Turn that into a one Dragon fight using Force Cage, you've just halved the difficulty. Fighting one Dragon? Force cage him (Adult or smaller) and pepper him with arrows from outside of breath weapon range. Irresistible Dance? Basically as good as an auto surprise round. Note: Spells like Wall of Fire also fall under 'crowd control' as well. #2. Making sure you don't get hit in the first place by stacking up on defensive abilities, class features, and having a good AC. Never leave home without a Paladin. #3. Dealing large amounts of damage. Kill them before they kill you. This can lead to 'rocket tag' encounters though if you get unlucky with the dice, which is why I rate it lower than 1 and 2. #4. Finally healing. Healing is a reactive strategy and generally a resource poor one, especially in combat healing. I generally rate this last. Having a life Cleric makes in combat healing [I]feasible[/I], instead of hopelessly inefficient (with the exception of a couple of spells and abilities). [/QUOTE]
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Community
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Clerics of Life: Broken, Bad Design, or Working as Intended?
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