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<blockquote data-quote="Alphastream" data-source="post: 5853163" data-attributes="member: 11365"><p>I would like the leader role to continue to exist, and to be flexible. Here are some of the things I want to see:</p><ul> <li data-xf-list-type="ul">Ability to cure while still having other impacts on battle (attack, skill use, defend, buff, debuff, etc.)</li> <li data-xf-list-type="ul">Ability to cast utility spells (sanctify, protection from evil, water breathing)</li> <li data-xf-list-type="ul">Not to have to convert spells into healing such that those utilities never see use</li> <li data-xf-list-type="ul">Defensive spells, but not a tank-style defender (no marking, etc.). This is especially true if the healer must heal... you don't then also want the conflicting role of drawing foes' attacks.</li> </ul><p></p><p>I'm not concerned with the idea of a priest that casts lots of flamestrike. In my mind that's a spell choice and not a build, though it could be a build or sub-class to provide greater depth. A lot of this depends on the overall system (such as how many builds there are for each class, and how many classes overall). </p><p></p><p>I am ok with the variety of 2E (clerics with weapons, clerics that multiclassed to magic user, etc.), but with better balance and proper confines. I am against a system like the 4E deity choice becoming a choice over which strong power to take. A good model is a theme, where you would get flavor and minor benefits. And I emphasize flavor here over crunch. I would rather see an iconic cleric than to never know what will show up at a table. I'm especially wary of any move away from healing if healing is vital, and even more so if clerics were to again be the only real healers in the game.</p><p></p><p>Actually, a good model for D&D Next could be this. Each PC gets a "Character Theme", which is largely backstory focused (similar to current themes). Then each PC gets a "Class Theme", which fine tunes the type of cleric (or fighter, or wizard, or thief, etc.) that you happen to be. Each theme would be fairly low in power - let the basic class provide the actual power and these add flavor, utility, and some definition to the character.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 5853163, member: 11365"] I would like the leader role to continue to exist, and to be flexible. Here are some of the things I want to see: [LIST] [*]Ability to cure while still having other impacts on battle (attack, skill use, defend, buff, debuff, etc.) [*]Ability to cast utility spells (sanctify, protection from evil, water breathing) [*]Not to have to convert spells into healing such that those utilities never see use [*]Defensive spells, but not a tank-style defender (no marking, etc.). This is especially true if the healer must heal... you don't then also want the conflicting role of drawing foes' attacks. [/LIST] I'm not concerned with the idea of a priest that casts lots of flamestrike. In my mind that's a spell choice and not a build, though it could be a build or sub-class to provide greater depth. A lot of this depends on the overall system (such as how many builds there are for each class, and how many classes overall). I am ok with the variety of 2E (clerics with weapons, clerics that multiclassed to magic user, etc.), but with better balance and proper confines. I am against a system like the 4E deity choice becoming a choice over which strong power to take. A good model is a theme, where you would get flavor and minor benefits. And I emphasize flavor here over crunch. I would rather see an iconic cleric than to never know what will show up at a table. I'm especially wary of any move away from healing if healing is vital, and even more so if clerics were to again be the only real healers in the game. Actually, a good model for D&D Next could be this. Each PC gets a "Character Theme", which is largely backstory focused (similar to current themes). Then each PC gets a "Class Theme", which fine tunes the type of cleric (or fighter, or wizard, or thief, etc.) that you happen to be. Each theme would be fairly low in power - let the basic class provide the actual power and these add flavor, utility, and some definition to the character. [/QUOTE]
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