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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="DMZ2112" data-source="post: 6473004" data-attributes="member: 78752"><p>Thanks for the feedback, everyone. Good discussion. It seems to me like the Cleric of Life is probably working as intended and no "multiplier" is necessary, but I'm definitely going to keep watching the class with interest.</p><p></p><p></p><p></p><p>No, I don't. Last night I put the same group up against an adult green and /that/ was the closest thing to a TPK I've ever seen that wasn't actually a TPK. XP per player: ~1,800. I had to deny the poor beast legendary actions and any more than a single breath weapon attack, and even then it killed two PCs and the Greataxe Champion Fighter was the last man standing <em>with a single hit point</em> when he brought the dragon down.</p><p></p><p>This campaign has been pretty good for memorable moments. </p><p></p><p>So 1,100 might not be "deadly" deadly, but a full 1,800 would be deadly deadly deadly and spam with a side of deadly. If I had to guess I'd say 1,500 is probably the practical upward limit of total survivability without a short rest, and even then I think the remaining 2,000 before a long rest would have to be sliced pretty thinly.</p><p></p><p></p><p></p><p>I understand what you're saying, KM, but the official terminology makes that sentence pretty freaking stupid.</p><p></p><p></p><p></p><p>This is particularly bad in D&D5. </p><p></p><p></p><p></p><p>I'm leaning in a similar direction, now that the DMG is out.</p><p></p><p></p><p></p><p>Not quite. My assertion was that if a party is built around a Cleric of Life, and the Cleric of Life is removed mid-battle, that the party is doomed. I admit to some hyperbole, but for the sake of clarity I don't think you /need/ a Cleric of Life to play D&D5.</p><p></p><p></p><p></p><p>I distinctly remember clerics performing dynamic feats of movement in AD&D2 to get into touch range of failing allies during combat.</p><p></p><p></p><p></p><p>Between healing surges and second winds and total regeneration after a long rest, I have to disagree.</p><p> </p><p></p><p></p><p>It being pretty dumb is all the excuse any dungeon master needs. It fails the sniff test from a mile off. Gone are the days when "the book says" was justification for any crap the player wanted to pull.</p><p></p><p></p><p></p><p>You should go with what you want to go with.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6473004, member: 78752"] Thanks for the feedback, everyone. Good discussion. It seems to me like the Cleric of Life is probably working as intended and no "multiplier" is necessary, but I'm definitely going to keep watching the class with interest. No, I don't. Last night I put the same group up against an adult green and /that/ was the closest thing to a TPK I've ever seen that wasn't actually a TPK. XP per player: ~1,800. I had to deny the poor beast legendary actions and any more than a single breath weapon attack, and even then it killed two PCs and the Greataxe Champion Fighter was the last man standing [I]with a single hit point[/I] when he brought the dragon down. This campaign has been pretty good for memorable moments. So 1,100 might not be "deadly" deadly, but a full 1,800 would be deadly deadly deadly and spam with a side of deadly. If I had to guess I'd say 1,500 is probably the practical upward limit of total survivability without a short rest, and even then I think the remaining 2,000 before a long rest would have to be sliced pretty thinly. I understand what you're saying, KM, but the official terminology makes that sentence pretty freaking stupid. This is particularly bad in D&D5. I'm leaning in a similar direction, now that the DMG is out. Not quite. My assertion was that if a party is built around a Cleric of Life, and the Cleric of Life is removed mid-battle, that the party is doomed. I admit to some hyperbole, but for the sake of clarity I don't think you /need/ a Cleric of Life to play D&D5. I distinctly remember clerics performing dynamic feats of movement in AD&D2 to get into touch range of failing allies during combat. Between healing surges and second winds and total regeneration after a long rest, I have to disagree. It being pretty dumb is all the excuse any dungeon master needs. It fails the sniff test from a mile off. Gone are the days when "the book says" was justification for any crap the player wanted to pull. You should go with what you want to go with. [/QUOTE]
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Clerics of Life: Broken, Bad Design, or Working as Intended?
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