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D&D Older Editions
Finally got a 4E cleric to feel like 3.5
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<blockquote data-quote="AndrewDB" data-source="post: 5159523" data-attributes="member: 67594"><p>I played a cleric in 2nd and 3rd edition. The character was less magic and more battle as well, though never trying for the uber-cleric-munchkin thing that happened in 3rd edition. I played the cleric this way because it fit my preferred character image, not for mechanical superiority, and because the paladin's magical and healing abilities weren't enough to keep even my small party of three alive earlier on in the campaign.</p><p> </p><p>However, in 4th edition the paladin did it for me. I saw a divine warrior who wears plate and could function as a healer for a small party. The paladin in 4th edition does an excellent job for those of us who want a defender who is a capable leader.</p><p> </p><p>The problem for you doesn't seem to be the cleric in 4th edition. The problem is the overwhelming premise of 4th edition itself. Everyone has their own thing, everyone does their own thing very well, but everyone needs someone else to survive a complex scenario. Many of us who like 4th edition like it because it doesn't accommodate the "does everything better than you" uber-cleric.</p><p> </p><p>I don't mean for this to be a put-down. I just think it's important that we realize the question being asked is actually, "how do I make 4th edition less like 4th edition and more like 3rd edition?" And the answer seems to be, "not without a lot of effort to contradict the intent of the game."</p><p> </p><p>Anyway... I'd suggest starting from paladin and going from there. Paladin will give you the defender role first, the leader role as a respectable second, and the striker role as a some-of-the-time third if you multi-class into a striker class of your choice. This may get you closer to your goal than starting with cleric.</p></blockquote><p></p>
[QUOTE="AndrewDB, post: 5159523, member: 67594"] I played a cleric in 2nd and 3rd edition. The character was less magic and more battle as well, though never trying for the uber-cleric-munchkin thing that happened in 3rd edition. I played the cleric this way because it fit my preferred character image, not for mechanical superiority, and because the paladin's magical and healing abilities weren't enough to keep even my small party of three alive earlier on in the campaign. However, in 4th edition the paladin did it for me. I saw a divine warrior who wears plate and could function as a healer for a small party. The paladin in 4th edition does an excellent job for those of us who want a defender who is a capable leader. The problem for you doesn't seem to be the cleric in 4th edition. The problem is the overwhelming premise of 4th edition itself. Everyone has their own thing, everyone does their own thing very well, but everyone needs someone else to survive a complex scenario. Many of us who like 4th edition like it because it doesn't accommodate the "does everything better than you" uber-cleric. I don't mean for this to be a put-down. I just think it's important that we realize the question being asked is actually, "how do I make 4th edition less like 4th edition and more like 3rd edition?" And the answer seems to be, "not without a lot of effort to contradict the intent of the game." Anyway... I'd suggest starting from paladin and going from there. Paladin will give you the defender role first, the leader role as a respectable second, and the striker role as a some-of-the-time third if you multi-class into a striker class of your choice. This may get you closer to your goal than starting with cleric. [/QUOTE]
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