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Clerics - What do you LIKE and DISLIKE?
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<blockquote data-quote="Nyaricus" data-source="post: 2918357" data-attributes="member: 35678"><p>I went through the whole SRD Cleric entry and broke it down. Follow me here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Dislike: </p><ul> <li data-xf-list-type="ul"> The name; they should be called 'Priests'</li> <li data-xf-list-type="ul"> divine magic allowing the casting of spells in armour. Magic is magic.</li> <li data-xf-list-type="ul"> if we have to stick with the magic schism, then the Heavy Armour prof.</li> <li data-xf-list-type="ul"> non-proficiency in dieties favoured weapon, if it isn't a simple weapon (fixed that with my own Weapon Group Proficiency rules; see my Tasty Bits thread)</li> <li data-xf-list-type="ul"> the lack of skill points; should be 4 or 6/level with more skills. Priests were incrediably knowledgable - heck, in the Dark Ages, Christian priests were said to have kept the light of civilization burning, due to their continued literacy and fluency in latin and the ability to read an write.</li> <li data-xf-list-type="ul"> the medium BAB prog. They should be 1/2 BAB, since Priests are not combatants - although there were orders which were (and would be PrC's requiring a warrior class/priest multiclass to meet the prereqs)</li> <li data-xf-list-type="ul"> the good fort save. A middle prog would put there where I think they should be (since they were healers they would meet up with diseases and in D&D they DO have to deal with undead, many of which require a fort save)</li> <li data-xf-list-type="ul"> the fact that 'divine magic' is an oxymorom - that really needs a new name; maybe "prayers", or the like.</li> <li data-xf-list-type="ul"> the fact that the spells saving throws are based off of Wisdom, when Charisma would be a more appropriate stat</li> <li data-xf-list-type="ul"> the fact that clerics can have access to the whole spell list; this really needs to be limited - clerics are just too powerful, what with that and the ability to wear heavy armour and cast spells.</li> <li data-xf-list-type="ul"> the clunky Turn Undead mechanics. I furthermore agree that there needs to be a new Channeling Energy mechanic which can, diety depending, allow you to turn undead, or do what a lot of those divine feats allow you to do with your Turn Undead uses/day.</li> </ul><p>Like:</p><ul> <li data-xf-list-type="ul"> The good will save</li> <li data-xf-list-type="ul"> Full Spellcasting (clunky name, and all)</li> <li data-xf-list-type="ul"> the idea and implications of domains, even if they are only paper-thin applications to give clerics a shred of flavour.</li> <li data-xf-list-type="ul"> the concept of channeling energy ala Turn Undead, even if the mechanic itself needs to get off the core clerics ability list and the mechanics changed</li> <li data-xf-list-type="ul"> the spontaneous casting of cure and inflict spells - nifty stuff.</li> <li data-xf-list-type="ul"> Bonus Languages, a nice touch</li> <li data-xf-list-type="ul"> the skill list (althoguh it needs to be expanded).</li> </ul><p></p><p>thats about what I havethus far; thanks <strong>TheLe</strong> for these excellent threads BTW <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></blockquote><p></p>
[QUOTE="Nyaricus, post: 2918357, member: 35678"] I went through the whole SRD Cleric entry and broke it down. Follow me here ;) :p Dislike: [list] [*] The name; they should be called 'Priests' [*] divine magic allowing the casting of spells in armour. Magic is magic. [*] if we have to stick with the magic schism, then the Heavy Armour prof. [*] non-proficiency in dieties favoured weapon, if it isn't a simple weapon (fixed that with my own Weapon Group Proficiency rules; see my Tasty Bits thread) [*] the lack of skill points; should be 4 or 6/level with more skills. Priests were incrediably knowledgable - heck, in the Dark Ages, Christian priests were said to have kept the light of civilization burning, due to their continued literacy and fluency in latin and the ability to read an write. [*] the medium BAB prog. They should be 1/2 BAB, since Priests are not combatants - although there were orders which were (and would be PrC's requiring a warrior class/priest multiclass to meet the prereqs) [*] the good fort save. A middle prog would put there where I think they should be (since they were healers they would meet up with diseases and in D&D they DO have to deal with undead, many of which require a fort save) [*] the fact that 'divine magic' is an oxymorom - that really needs a new name; maybe "prayers", or the like. [*] the fact that the spells saving throws are based off of Wisdom, when Charisma would be a more appropriate stat [*] the fact that clerics can have access to the whole spell list; this really needs to be limited - clerics are just too powerful, what with that and the ability to wear heavy armour and cast spells. [*] the clunky Turn Undead mechanics. I furthermore agree that there needs to be a new Channeling Energy mechanic which can, diety depending, allow you to turn undead, or do what a lot of those divine feats allow you to do with your Turn Undead uses/day. [/list] Like: [list] [*] The good will save [*] Full Spellcasting (clunky name, and all) [*] the idea and implications of domains, even if they are only paper-thin applications to give clerics a shred of flavour. [*] the concept of channeling energy ala Turn Undead, even if the mechanic itself needs to get off the core clerics ability list and the mechanics changed [*] the spontaneous casting of cure and inflict spells - nifty stuff. [*] Bonus Languages, a nice touch [*] the skill list (althoguh it needs to be expanded). [/list] thats about what I havethus far; thanks [b]TheLe[/b] for these excellent threads BTW :) [/QUOTE]
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