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I never "got" the Cleric
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<blockquote data-quote="TKDB" data-source="post: 5867511" data-attributes="member: 6690697"><p>The thing that always bugged me most about clerics is the relative lack of distinction between clerics of different deities. Even with domains, the vast majority of your spells are still drawing from the same pool as every other cleric, even those of deities diametrically opposed to your own. Of course, a player with an eye for RP can selectively use only spells that fit their deity's ethos, but that still only goes so far.</p><p></p><p>Broadly speaking, I think it would be best to split the cleric into probably three variants: the templar-esque warpriest, the less combative benevolent parish priest type, and the dark cult leader type. The warpriest would be similar to the current cleric -- decent personal combat abilities, heavy armor and weapons, spell list mainly composed of buffs (both group and personal) and smiting-type stuff like Flame Strike. The parish priest would be a backlines support role, specializing in group buffs and healing. The dark cultist would be more of a debuffer, dealing in curses and the like. And maybe there could be a fourth variant for ascetic mystic/prophet types that get a sort of eclectic spell list with esoteric stuff like summoning and divinations. The spell lists within each subtype would be further specialized based on deity. All of them would be good at dealing with stuff like demons and undead, because most every culture throughout history has trusted in religious figures to ward off supernatural dangers (though they might handle these foes differently -- where a warpriest would smite, the parish priest would ward or exorcise, and the cultist would control or coerce).</p></blockquote><p></p>
[QUOTE="TKDB, post: 5867511, member: 6690697"] The thing that always bugged me most about clerics is the relative lack of distinction between clerics of different deities. Even with domains, the vast majority of your spells are still drawing from the same pool as every other cleric, even those of deities diametrically opposed to your own. Of course, a player with an eye for RP can selectively use only spells that fit their deity's ethos, but that still only goes so far. Broadly speaking, I think it would be best to split the cleric into probably three variants: the templar-esque warpriest, the less combative benevolent parish priest type, and the dark cult leader type. The warpriest would be similar to the current cleric -- decent personal combat abilities, heavy armor and weapons, spell list mainly composed of buffs (both group and personal) and smiting-type stuff like Flame Strike. The parish priest would be a backlines support role, specializing in group buffs and healing. The dark cultist would be more of a debuffer, dealing in curses and the like. And maybe there could be a fourth variant for ascetic mystic/prophet types that get a sort of eclectic spell list with esoteric stuff like summoning and divinations. The spell lists within each subtype would be further specialized based on deity. All of them would be good at dealing with stuff like demons and undead, because most every culture throughout history has trusted in religious figures to ward off supernatural dangers (though they might handle these foes differently -- where a warpriest would smite, the parish priest would ward or exorcise, and the cultist would control or coerce). [/QUOTE]
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I never "got" the Cleric
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