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Help me convince my players that the Cleric is cool
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<blockquote data-quote="ruleslawyer" data-source="post: 1703031" data-attributes="member: 1757"><p>Take or leave?</p><p></p><p>Animal gives you <em>shapechange</em>, my friend. Of course, that comes much later, but still...</p><p></p><p>Trainz: While I understand your bristling at any hint of a suggestion that you aren't giving the players what they want, do keep in mind that what the Thayan Menace is suggesting is that it may not be the idea of playing a cleric that's turning off your player, but rather the idea of playing such a specific character concept. Make sure that it is <em>only</em> the class at issue that's turning your player off of being a cleric.</p><p></p><p>Others have elaborated plenty on why clerics rock. To recap:</p><p></p><p>1) Given the cleric's massive self-buffing capability, especially using Persistent Spell and/or Divine Metamagic, a well-played cleric will be the single most powerful combatant in the party in several cases. In fact, the role of a well-played cleric should NOT be to provide in-combat healing, but rather to kill the party's opponents as fast as possible, as the latter is the far more effective strategy.</p><p></p><p>2) Downtime healing is the work of wands, not clerics. Your spontaneous cure ability is there for in-combat emergencies, which as I said should be few and far between since you should be killing your foes, not running around healing. Wands and scrolls of CLW are cheap, and can be used by bards, rangers, and druids as well as clerics. Thus, you are NOT obligated to be the party medic.</p><p></p><p>3) Clerics' spell selection is the best in the game, and only gets better with each splatbook that comes on the market. Look at it this way: You get all spells on the cleric list, which is not much smaller than the sor/wiz list, plus 18 additional spells, for free. Druids, rangers, and paladins have much smaller spell selections, and sorcs and wizards have to pay to get 'em, whether in known spell slots or spellbook costs. In addition, you get every new spell that features on the cleric list or one of your domain lists for free as soon as that spell hits print. That's upwards of 50 spells in <em>Magic of Faerun</em> and maybe 100 or more in the <em>Relics and Rituals</em> books, f'rex.</p><p></p><p>4) So, you're a cleric of Ehlonna. Some good stuff here. For one thing, the Sun domain is practically de rigeur for any optimized cleric: It has the nifty greater turning ability (bye bye, vampires/ghosts/liches) and some excellent spells. Heat metal! Searing light! Fire seeds! Whooo! Second, IIRC Ehlonna is all about archery, right? Play an elf, take a longbow, and let fly.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1703031, member: 1757"] Take or leave? Animal gives you [i]shapechange[/i], my friend. Of course, that comes much later, but still... Trainz: While I understand your bristling at any hint of a suggestion that you aren't giving the players what they want, do keep in mind that what the Thayan Menace is suggesting is that it may not be the idea of playing a cleric that's turning off your player, but rather the idea of playing such a specific character concept. Make sure that it is [i]only[/i] the class at issue that's turning your player off of being a cleric. Others have elaborated plenty on why clerics rock. To recap: 1) Given the cleric's massive self-buffing capability, especially using Persistent Spell and/or Divine Metamagic, a well-played cleric will be the single most powerful combatant in the party in several cases. In fact, the role of a well-played cleric should NOT be to provide in-combat healing, but rather to kill the party's opponents as fast as possible, as the latter is the far more effective strategy. 2) Downtime healing is the work of wands, not clerics. Your spontaneous cure ability is there for in-combat emergencies, which as I said should be few and far between since you should be killing your foes, not running around healing. Wands and scrolls of CLW are cheap, and can be used by bards, rangers, and druids as well as clerics. Thus, you are NOT obligated to be the party medic. 3) Clerics' spell selection is the best in the game, and only gets better with each splatbook that comes on the market. Look at it this way: You get all spells on the cleric list, which is not much smaller than the sor/wiz list, plus 18 additional spells, for free. Druids, rangers, and paladins have much smaller spell selections, and sorcs and wizards have to pay to get 'em, whether in known spell slots or spellbook costs. In addition, you get every new spell that features on the cleric list or one of your domain lists for free as soon as that spell hits print. That's upwards of 50 spells in [i]Magic of Faerun[/i] and maybe 100 or more in the [i]Relics and Rituals[/i] books, f'rex. 4) So, you're a cleric of Ehlonna. Some good stuff here. For one thing, the Sun domain is practically de rigeur for any optimized cleric: It has the nifty greater turning ability (bye bye, vampires/ghosts/liches) and some excellent spells. Heat metal! Searing light! Fire seeds! Whooo! Second, IIRC Ehlonna is all about archery, right? Play an elf, take a longbow, and let fly. [/QUOTE]
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