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Does anyone miss the generic cleric?
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<blockquote data-quote="woodelf" data-source="post: 1238027" data-attributes="member: 10201"><p>I think i agree with you: i don't think anyone wanted to play the healing machine in any of my games. But i don't think D&D3E really solves that problem: If you end up using all your spells up to spont cures, it doesn't really matter much that you were able to memorize other spells to begin with. I think the *problem* is the "healer" role, not the mechanics that get you there. Most of the specialty priests in my game weren't great healers, and some of them didn't have access to a single healing spell. And i know at least some of the players specifically chose a deity to *not* have healing abilities. In those cases where we were designing the priest as we were building the character ('cause i hadn't gotten around to defining the priests of that god yet), i don't recall anyone particularly lobbying for the healing sphere to be included if they had chosen a deity that wasn't obviously about healing in the first place. The specialty priests allow you to play a holy figure without playing the healing machine. D&D3E makes *everyone* [every cleric, obviously] the healing machine, so there's still that tension between healer and whatever else--it's just decided when you cast a spell, rather than when you prepare it.</p><p></p><p>Oh, and on the cost of specialty priests: giving up turning/controlling undead, and/or heavy-duty combat abilities, sure seemed like a pretty significant cost to us. I'm not sure i always succeeded, but i generally attempted to balance specialty priests with the cleric, and i always felt that was the intended use of the rules.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1238027, member: 10201"] I think i agree with you: i don't think anyone wanted to play the healing machine in any of my games. But i don't think D&D3E really solves that problem: If you end up using all your spells up to spont cures, it doesn't really matter much that you were able to memorize other spells to begin with. I think the *problem* is the "healer" role, not the mechanics that get you there. Most of the specialty priests in my game weren't great healers, and some of them didn't have access to a single healing spell. And i know at least some of the players specifically chose a deity to *not* have healing abilities. In those cases where we were designing the priest as we were building the character ('cause i hadn't gotten around to defining the priests of that god yet), i don't recall anyone particularly lobbying for the healing sphere to be included if they had chosen a deity that wasn't obviously about healing in the first place. The specialty priests allow you to play a holy figure without playing the healing machine. D&D3E makes *everyone* [every cleric, obviously] the healing machine, so there's still that tension between healer and whatever else--it's just decided when you cast a spell, rather than when you prepare it. Oh, and on the cost of specialty priests: giving up turning/controlling undead, and/or heavy-duty combat abilities, sure seemed like a pretty significant cost to us. I'm not sure i always succeeded, but i generally attempted to balance specialty priests with the cleric, and i always felt that was the intended use of the rules. [/QUOTE]
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