Shard O'Glase said:
But I will pick on this cleric burdon to heal crap. Yeah clerics are expected to heal to some degree, but at the natural helaing rate, and easy access to wands of cure X it isn't that big of a burden. and on top of that its no more of a burden than the burden every specialist class has. Rogues are expected to be lock and trap monkeys even if they were going for more of a wordsmith. Oh the fighters burden to be a meat shield, the fighter who wants to be an archer but the party lacks the spare meat shield is truly a sorry sight.
Whoever said that a campaign has easy access to
wands of cure X or to healing potions?
The fact is, although the DMG does provide pricing for these items, there's not guarantee that PCs will always have easy access to these items, much less be able to afford them and carry them about with ease.
Sure, the Cleric can make potions and write scrolls, and all that jazz. And sure, the xp amount isn't huge... But at low levels, what appears to be a deceptively low xp loss adds ups and, at higher levels when the Cleric can afford to lose a lot of xp for a lot of lower level healing items, their usefulness is truncated.
So, no, these items aren't always easy to come by and this makes the Cleric's role as a healer important and an internal balancing factor.
Shard O'Glase said:
Healing is a expected role for their class like every class has some expected roles. It may be a less popular role but this role doesn't dominate the characters existence like the meat shield role dominates the sole fighters existence. And also you don't have to follow the extected role. But whatever the expected role is its never a limitation if its an option. The cleric can choose to burn spells for healing, or choose to proactively use spells to end the threat earlier, or choose to just beat the foes down. Healing sometimes is effective so how terrible is it to sometimes choose to heal and contribute to the partys success.
I lost you here.
It's the nature of the role that's the balancing factor. The Fighter's potential to wade in and out of melee suffering relatively little damage while dealing fairly decent damage is balanced by the fact that he will need to be healed by another, and often outfitted with magic items by another and his susceptibility to enchantments.
The Wizard's ability to do tremendous amounts of damage to a lot of foes, her ability to make significant changes to the nature of the battle, and to remove the entire party from harm's way is balanced by her utter uselessness in melee combat, incredibly low hp and Fort, and the fact that she can only cast so many spells and is limited to the number of spells to which she has access.
The Rogue's ability to walk around virtually undetected, enter places others can't, avoid damage from massive area attacks, and do signficant amounts of damage in the proper melee
or ranged environment is complemented by lower hp, low melee, low Fort.
Every aspect of the character's role is complemented by some limiting factor.
The Cleric's spell selection, while nice, is still not as powerful as the Wizards. Many of the higher level spells, like the current
harm spell, require that the Cleric touches his opponent. If one's just using the core rules, this is a big deal since the Cleric is put at a lot of risk if he just tries to walk on up the critter he's fighting. While the Figher and Paladin and Ranger can wade in there immediately, the Cleric and the Wizard have to buff, defend, and prepare before either can even think of approaching the dragon that startled the party. Or just cast
dispel magic on the entire party.
No, the Cleric is fine.