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Death, dying and class balance
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<blockquote data-quote="Tony Vargas" data-source="post: 6865651" data-attributes="member: 996"><p>I've seen very, very little of the former. I did have players willingly playing clerics & druids in my AD&D campaign, but I had very heavily modified them - each deity gave quite different spells and had their Turn Undead ability work differently (or be replaced by something, especially post-2e, when 'Granted Powers' showed up). Outside of that, I'd only ever me one player who related enjoying playing the cleric, and he played an evil cleric who coerced his party and managed to get them killed at the right moments so he could collect a whole adventure's worth of exp and treasure for himself. (CoDzilla? hah, pikers.)</p><p></p><p>Overwhelming, it was the former. The pseudo-Christian religious baggage (look at the illos in the 1e PH sometime), and general un-cool-ness. The obligator Band-Aid role. </p><p></p><p>You read a little too much into that. 5e actively tries to /avoid/ making the Cleric undesirable in a number of ways. Regaining full hps overnight relives the player of the Cleric of the nearly-pointless bookkeeping exercise of memorizing-and-re-memorizing full slates of cure spells to get a badly mangled party back up to full power, and the added silliness of everyone, fully-restored, 'resting' again so the Cleric can prep a more normal slate of only-mostly-cures. HD relieve the cleric of casting cures between combats as the WoCLW did in 3e and Surges in 4e, and, like surges (though to a lesser degree0, spread the healing burden to the whole party. Neo-Vanican casting means that the cleric need only prepare Cure Wounds 'once' and cast it as much or as little as needed, leaving more opportunities to do something beyond applying band-aids. Domains make the Cleric more customizable as they did in Essentials, 4e, 3.x, and in the form of spheres, 2e.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6865651, member: 996"] I've seen very, very little of the former. I did have players willingly playing clerics & druids in my AD&D campaign, but I had very heavily modified them - each deity gave quite different spells and had their Turn Undead ability work differently (or be replaced by something, especially post-2e, when 'Granted Powers' showed up). Outside of that, I'd only ever me one player who related enjoying playing the cleric, and he played an evil cleric who coerced his party and managed to get them killed at the right moments so he could collect a whole adventure's worth of exp and treasure for himself. (CoDzilla? hah, pikers.) Overwhelming, it was the former. The pseudo-Christian religious baggage (look at the illos in the 1e PH sometime), and general un-cool-ness. The obligator Band-Aid role. You read a little too much into that. 5e actively tries to /avoid/ making the Cleric undesirable in a number of ways. Regaining full hps overnight relives the player of the Cleric of the nearly-pointless bookkeeping exercise of memorizing-and-re-memorizing full slates of cure spells to get a badly mangled party back up to full power, and the added silliness of everyone, fully-restored, 'resting' again so the Cleric can prep a more normal slate of only-mostly-cures. HD relieve the cleric of casting cures between combats as the WoCLW did in 3e and Surges in 4e, and, like surges (though to a lesser degree0, spread the healing burden to the whole party. Neo-Vanican casting means that the cleric need only prepare Cure Wounds 'once' and cast it as much or as little as needed, leaving more opportunities to do something beyond applying band-aids. Domains make the Cleric more customizable as they did in Essentials, 4e, 3.x, and in the form of spheres, 2e. [/QUOTE]
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