Let me explain: in AD&D Dark Sun, they used the AD&D concept of spheres for priests. However, they didn't use the regular AD&D spheres, but instead they expanded the elemental spheres a bit and put all the other spells in the Sphere of Cosmos. Then clerics got minor access to Cosmos and major access to their elemental sphere. This meant that a significant part of their spell arsenal, especially at high levels (since minor access only went to 3rd level), was dependent on their element
Basically, 2e clerics bit hard core, for the exact same reason you specified. Granted, it looked fine on paper, but with higher level spells being limited to only those that delt with their element, they were actually quite inadequate in their spell arsenal. Granted, it was better flavor wise, but it made the higher level cleric lack some very essential party spells without any just compensation. Clerics tended not to last very long in the campaigns I ran because of frustration with this.
They've also basically made templars into divine-casting sorcerers, which is the opposite of what they were in AD&D - they had access to all priestly spells (except for a handful specifically denied them), but fewer spells per day
True. However, originally templars should never had access to the elemental spells, but that's just my opinion. I reworked the spell lists in 2e, giving templars access to such spheres as law, command, and such. Also, templars outside of the cities were woefully underpowered since they lacked the combatative stance neccessary to accomidate the fewer spells. Even if you dislike the divine sorceror aspect presented now, at least a templar now stands on par both within his city as well as outside in the wilderness with other classes (well, mostly on par anyhow, I still think they could use a tweak or two).
And finally, the druid no longer have their specific elemental ties based on their guarded land.
Yours is the very first complaint I have yet heard about this. No one I knew or even spoke with liked the fact that a druid was a part time character, forced by mechanics to leave an adventuring party for longer and longer amounts of time as they grew in levels. Now, they serve the exact same functions as before, but are not tied down with mechanics. They also have more freedom of player developement without the use of PrCs. They are still guardians of the land, but your DM doesn't have to tell you every other adventure, "Errr . . . you have to leave Svandak the Druid behind since he has to sit around and do nothing for the next 6 months . . . ". Sorry, but that entire class mechanic was lame as heck, but once again, that's just my opinion.
Since character trees (creating some three to five characters as spares) have been nixed, some changes needed to be made to the classes to make it possible to utilize any class at anytime anywhere on Athas without being either over powered or under powered. 2e assumed you would simply ditch your druid and switch to another crit for half a year, or leave your templar at the city gates when the rest of the party left for the wastes. Changes made to the classes not only had to abide by 3e D&D rules (not d20, but D&D), but had to work around some of the inheirent flaws of 2e.
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