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Dragon 379 - Class Acts: Cleric Essentials
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<blockquote data-quote="Cadfan" data-source="post: 4937638" data-attributes="member: 40961"><p>I'm not a fan of a lot of the article, and the problem is that I'm just not a fan of Channel Divinity and the whole penumbra of feats and powers surrounding it.</p><p> </p><p>Just... eh. I think Channel Divinity could have been cool, and on newer classes as a build its getting better and better, but overall I think its just not working as a mechanic. </p><p> </p><p> There's a basic paradox: if your class channel divinity power is useful, then you won't want or need a feat to give you a new channel divinity option. But if your channel divinity isn't very good, then you will want a feat to switch it out, but you won't feel very good about taking it because you're just spending a feat to get rid of a free thing that you didn't want.</p><p> </p><p>And feats to power it up tend to suck because any feat that gives a bonus that only occurs when you use one specific encounter power is already running against the wind. Its likely to be vastly overwhelmed by a similar feat that provides a similar bonus all the time.</p><p> </p><p>The same is true for some of the powers listed.</p><p> </p><p>If I were writing Channel Divinity from scratch, I'd do something like this: all Channel Divinity options available to a starting character would be as powerful as Turn Undead, but also equally situational. Then Channel Divinity feats would allow you to access similarly powerful but similarly situational powers. You'd feel ok with what you initially got, because its sheer usefulness would override its situational nature. And you'd be ok with taking feats that essentially let you sacrifice Turn Undead to get some other power in a particular encounter because you'd be able to use Channel Divinity in more situations.</p><p> </p><p>The present system in which you've got Turn Undead or some similarly awesome versus undead power, and then another weak but non situational power tacked on as an alternative, and you can trade out the non situational power for an equally weak non situational power, just isn't very good.</p><p> </p><p>Please don't respond by pointing out the handful of very powerful channel divinity powers hidden away in various domains or deities. I am aware of them. I'm also aware of the many, many more that just aren't good.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4937638, member: 40961"] I'm not a fan of a lot of the article, and the problem is that I'm just not a fan of Channel Divinity and the whole penumbra of feats and powers surrounding it. Just... eh. I think Channel Divinity could have been cool, and on newer classes as a build its getting better and better, but overall I think its just not working as a mechanic. There's a basic paradox: if your class channel divinity power is useful, then you won't want or need a feat to give you a new channel divinity option. But if your channel divinity isn't very good, then you will want a feat to switch it out, but you won't feel very good about taking it because you're just spending a feat to get rid of a free thing that you didn't want. And feats to power it up tend to suck because any feat that gives a bonus that only occurs when you use one specific encounter power is already running against the wind. Its likely to be vastly overwhelmed by a similar feat that provides a similar bonus all the time. The same is true for some of the powers listed. If I were writing Channel Divinity from scratch, I'd do something like this: all Channel Divinity options available to a starting character would be as powerful as Turn Undead, but also equally situational. Then Channel Divinity feats would allow you to access similarly powerful but similarly situational powers. You'd feel ok with what you initially got, because its sheer usefulness would override its situational nature. And you'd be ok with taking feats that essentially let you sacrifice Turn Undead to get some other power in a particular encounter because you'd be able to use Channel Divinity in more situations. The present system in which you've got Turn Undead or some similarly awesome versus undead power, and then another weak but non situational power tacked on as an alternative, and you can trade out the non situational power for an equally weak non situational power, just isn't very good. Please don't respond by pointing out the handful of very powerful channel divinity powers hidden away in various domains or deities. I am aware of them. I'm also aware of the many, many more that just aren't good. [/QUOTE]
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