D&D 3E/3.5 D&D 3E Design: The Unbalanced Cleric

What do you call a D&D cleric who can’t heal? A 1st-level 1970s cleric. The original first-level cleric could turn undead but had no spells. Skip Williams says that the original conception of the cleric was sort of a Van Helsing figure, someone who bought the wolvesbane, belladonna, and garlic on the equipment list and who contended with the undead. The original cleric couldn’t cast cure light...

What do you call a D&D cleric who can’t heal? A 1st-level 1970s cleric. The original first-level cleric could turn undead but had no spells. Skip Williams says that the original conception of the cleric was sort of a Van Helsing figure, someone who bought the wolvesbane, belladonna, and garlic on the equipment list and who contended with the undead. The original cleric couldn’t cast cure light wounds or other spells until 2nd level, but they could turn undead at 1st. In terms of combat and spellcasting, clerics were intermediate between the other two classes: fighting-men and magic-users.

Aleena-by-Larry-Elmore_grande.jpg

Aleena the Cleric by Larry Elmore

With AD&D, the cleric’s role as a healer was established from 1st-level on, and they even got bonus spells for high Wisdom scores. They went from having fewer spells than magic-users did to having more. In 2nd Edition, the rules talked about clerics without healing powers, but that sort of cleric was not popular. Someone had to play the cleric, and that meant a cleric who healed party members. The poor cleric had to memorize healing spells, limiting their access to all the other cool spells that clerics have. Some spell levels lacked good healing spells, which was reportedly intentional. Since healing spells pushed out most other spell types, giving clerics no good 2nd-level healing spells meant that they were free to pray for spells that were more fun to cast. For 3rd Ed, we addressed that problem with spontaneous casting, letting clerics swap out any prepared spell for a healing spell of the same level.

One thing we decidedly did not fix in 3E was that somebody had to play the cleric, or something close. In the RPGA’s Living Greyhawk campaign, my barbarian picked up a level of cleric at 2nd level just so I would never again play in a party with no cleric. Then for the next two levels I continued with cleric because I was not a fool. The 3E cleric ended up so unbalanced that at Wizards I gave a presentation to RPG R&D on why it’s more or less impossible to balance the class. To understand why the cleric is hard to balance, it helps to think of the cleric’s opposite, a “berserk” class.

With a “berserk” class, the barbarian-type character deals an oversized amount of damage, which is balanced by damage that the character sometimes deals to allies. The “berserk” is cool to play because it deals lots of damage, and it’s the other players who really pay the cost that balances this benefit. Variants on this idea have appeared a couple times, but I consider this sort of class virtually impossible to balance. For its distinctive feature to be powerful enough to appeal to the player’s sense of power, the damage to allies has to be high enough to annoy the other players. If the “berserk” is fun to play, it’s at the cost of other players’ fun.

The cleric is the opposite of the “berserk.” The cleric’s combat ability is penalized in order to balance its healing capacity. This healing power, however, benefits the rest of the party more than it benefits the cleric itself. Unlike the player who likes playing berserks, the cleric player gives up some of their power in order to benefit the party as a whole. The cleric’s trade-off is something like, “Well, you’re not as combat-worthy as a fighter or wizard, but that drawback is balanced by all the healing you provide to other player characters.” How do you get players to play an altruistic character class like a cleric? How, as game designers, could we make clerics interesting to play when so much of their power benefited other characters instead of making the clerics themselves cool? We never framed the question that clearly to ourselves. Instead, we intuited a balance that seemed right. The answer to the trade-off was to make the cleric pay a small cost in terms of reduced combat abilities for a large benefit in terms of healing. Players would play them because they’re almost as cool as other classes in their own right (small cost), and they offer a significant amount of healing, which makes them valuable (big benefit). What do you get when you give a class a significant benefit and balance it with an marginal penalty? You get a class that’s overpowered.

On the plus side, I’m pretty happy with how the clerics turned out in terms of flavor. The 2E clerics were sort of generic. Since the 2E Player’s Handbook was world-agnostic, the rules for clerics were based on their Spheres of Influence rather than the identities of particular deities. In my personal AD&D experience, I liked playing clerics because one’s connection to a deity and religion gave me plenty of material for how I would roleplay a character. In 3E, the gods of Greyhawk gave default 3E clerics more world flavor than default 2E cleric had. Short descriptions in the Player’s Handbook were all players needed to hang their imaginations on these gods.

The puzzle of the altruistic character class intrigued me, and I came at the concept with two new classes for 13th Age. The occultist is a spellcaster who breaks the laws of space and time to protect allies and to make their attacks more effective. Most of the occultist’s spells are interrupts that get cast on other characters’ turns. For 13th Age Glorantha, I designed the trickster class. Their default attack deals literally no damage, but it sets up allies to hit the target for additional damage. Tricksters also have various ways of drawing bad luck on themselves to benefit other characters. The trickster class is so altruistic and masochistic that it has, I think, only niche appeal. It might be a class that’s more fun to watch being played than to play.

Another issue with the cleric is that it’s impossible to balance classes with mostly per-day abilities (that is, spellcasters) against classes whose abilities are at-will, such as the fighter or rogue. That issue, however, is a topic for another day.
 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

Salthorae

Imperial Mountain Dew Taster
Thanks @Jonathan Tweet for the fun 3E design insight.

I have honestly loved playing clerics in every edition I've played (though in 2e it was always a specialty priest just to avoid the generic flavor). They were definitely powerful, and only got more so as additional supplements came out, but I loved the mixing and matching of domains and such to differentiate Clerics from each other.

They are back to being generic in 5e.
As are most things in 5e.

Wow, I completely disagree. I think 5e clerics are great mechanically.

In 5e I feel like distinction isn't just a class function anymore on purpose. Backgrounds are a thing that 5e kind of brought back from the 2e secondary skills to give a PC their own legs to stand on in combination with class differentiators, especially with the Traits/Ideals/Bonds/Flaws.

Two acolyte background clerics of the life domain may be very different because of the Traits/Ideals/Bonds/Flaws they have.

If you're just talking mechanical generic as opposed to RP generic though... I suppose so.
 

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Superchunk77

Adventurer
Wow, I completely disagree. I think 5e clerics are great mechanically.

In 5e I feel like distinction isn't just a class function anymore on purpose. Backgrounds are a thing that 5e kind of brought back from the 2e secondary skills to give a PC their own legs to stand on in combination with class differentiators, especially with the Traits/Ideals/Bonds/Flaws.

Two acolyte background clerics of the life domain may be very different because of the Traits/Ideals/Bonds/Flaws they have.

If you're just talking mechanical generic as opposed to RP generic though... I suppose so.
I was referring to them being mechanically generic. The backgrounds in 5e are a nice addition, but they don't get used a lot in my experience because the reward for roleplaying them (inspiration) is not significant IMO. In your example, two clerics of the life domain would only have minor differences in 5e. Those being background, race, and possibly a few feats. And that's all the way up to level 20. In 3.5, you still had race and feats, but those made a bigger difference than they do in 5e (favored class and ability score modifiers made race chosen more important). Then you had skill selection which was way more diverse in 3.5. Not only did you have more skills to pick from but the variance in skills made characters very unique and skill modifiers had a larger range. Cleric domains, you got two of them instead of just one, and most deities had 3 to pick from rather than just 1 or 2. As you leveled up in 3.5 you made lots of choices regarding feats, ability score increases, skill points, multi-classing, and prestige classes. So two clerics of the same god could go in radically different directions. And yes I know 5e has it's own version of multi-classing, but again, in my experience it never gets used as it tends to be too limiting.
 

I think Mr. Tweet’s 2e experience differed greatly from mine. I remember 2e specialty priests being quite powerful even before the Priest’s Handbook, the FR supplement that detailed Specialty Priests for FR gods, and Tome of Magic.

My memory is a bit hazy after this time, but I recall Warpriests of Tempus, and priests of Eldath being quite popular and potent.

I remember having a Mola Ram inspired Priest in a Heroes of Questionable Repute style campaign, it was great fun...and probably overpowered.

I find 5e more reminiscent of 2e specialty priests in spirit than other editions.
 
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Salthorae

Imperial Mountain Dew Taster
he backgrounds in 5e are a nice addition, but they don't get used a lot in my experience
in my experience it never gets used as it tends to be too limiting.

Both of these represent our differences of experience. Backgrounds get used all the time in games I play in with or without inspiration, and multiclassing happens all the time too.

I can see where you're at if those things don't make an impact in your games though!
 

Hurin70

Adventurer
I don’t think that describes our experience with 5e clerics. Healing word + your action is usually the optimal play, even for an expert healer like the life cleric. The 5e cleric is much less of a healbot than previous versions, maybe with the exception of 4e clerics.

Fair point. I am about to play my first 5e healer, so I will keep this in mind.

Doing Healing Word though prevents you from casting a spell with your main action though, right? So if you are healing, you're not casting any other spells (other than cantrips iirc). The 4e Healer could throw out a heal and still drop a Daily power in the same round.
 

Salamandyr

Adventurer
This is very interesting, and I appreciate this look back at the design decisions that gave rise to 3rd edition.

But it does raise one question. Why was healing optional?

By which I mean, nothing in the class required the cleric to expend some of his power on healing. A cleric did not sacrifice a small amount of combat utility for the ability to heal his part; a cleric sacrificed a small amount of combat utility, approximately 1 hit point and a quarter of base attack per level, in order to get full spellcasting, which could be used, if he so chose, to heal his party. But he could instead use the power to go ham in other ways, buffing himself through the roof and then generally overshadow every other class. And it turned out this was an even more effective way to play than spending ones spells and actions on healing spells.

A small sacrifice in effectiveness in combat and skills in exchange for a large pool of healing is one thing; a small sacrifice combat and skills for a large pool of powers that could replace combat and skills, or heal if the cleric felt like it, was what really made the cleric a pain to deal with.
 

Sunsword

Adventurer
In all of the AD&D 2E and most of the D&D 3.X games I was in no one played a Cleric or a Druid. We'd get by paying for their services. I like the class in 5E quite a bit.
 

I remember playing a Cleric of Pelor in 3e...he was consistently one of the most unbalanced characters in the game. Once he hit 7th level, with a few rounds of prep, he could out fight the Fighter/Barbarian, and could out Paladin the Paladin. Bull's Strength and Divine Power were game changers.
 

Stormonu

Legend
3E clerics were broken as hell, but it felt like for the first time you could put together something other than a healbot (though habits are hard to break), though magical healing was excessively rewarded in the system. I do like the 5E cleric, and the system has much better for support for not requiring clerical healing to get along.

I would like to see healing spells even further downplayed in 5E, and maybe even a variation of the paladin’s “lay on hands” replace the use of most healing spells, opening the cleric’s abilities to do different things besides combat healing even more.
 

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