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*Pathfinder & Starfinder
Implementation of divine powers
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<blockquote data-quote="Fifth Element" data-source="post: 4089706" data-attributes="member: 48135"><p>Based on the 4E information at hand, the thing that concerns me most are some of the divine powers. I like the implementation of the martial and arcane powers that we've seen, but some of the divine powers are irksome for two reasons.</p><p></p><p>First, I believe the at-will/encounter/daily power split is elegant and effective. But then, unfortunately, both the cleric's healing power (Healing Word) and the paladin's (Lay on Hands) are exceptions to this, while I don't see any other powers that are. The first is an encounter power usable <em>twice</em> per encounter. The second is an at-will power that can be used only three times per day. It's good that healing was made a minor action, so a healer can both heal and act in the same round, but this seems clumsy to me, to set up categories of powers, then start adding in exceptions. Simplify things, then re-complicate them.</p><p></p><p>Second is the disconnect between action and result present in a couple of powers. The paladin's Shielding Smite provides an AC bonus to someone up to 25 feet away when the paladin hits in melee. Say what? If it were, say, an adjacent ally like in the cleric's Priest's Shield power it would make more sense. But there's no connection between the paladin's strike and the ally's AC bonus. He just gets it.</p><p></p><p>On the cleric side, Sacred Flame presents the same problem. The cleric blasts a foe with holy light, and any ally <em>within the cleric's sight</em> gains his choice of 2 hp or a save. Why? The ally can be <em>all the way over there</em>. What does he have to do with the holy flame? And why can't the cleric grant this boon without blasting a foe with holy flame?</p><p></p><p>I understand the reasoning for this type of power, allowing leaders/defenders to do their things while still being involved directly in combat. But the disconnect and special cases for the number of uses of some powers makes me not want to play a divine class. It's just too much of a strain on my immersion/sense of wonder/suspension of disbelief/whatever.</p><p></p><p>I realize it sucks to play a cleric and having to spend all of your actions healing others. But I think they overshot the mark here, assuming the previews we have are representative, and created new problems they didn't need to.</p></blockquote><p></p>
[QUOTE="Fifth Element, post: 4089706, member: 48135"] Based on the 4E information at hand, the thing that concerns me most are some of the divine powers. I like the implementation of the martial and arcane powers that we've seen, but some of the divine powers are irksome for two reasons. First, I believe the at-will/encounter/daily power split is elegant and effective. But then, unfortunately, both the cleric's healing power (Healing Word) and the paladin's (Lay on Hands) are exceptions to this, while I don't see any other powers that are. The first is an encounter power usable [I]twice[/I] per encounter. The second is an at-will power that can be used only three times per day. It's good that healing was made a minor action, so a healer can both heal and act in the same round, but this seems clumsy to me, to set up categories of powers, then start adding in exceptions. Simplify things, then re-complicate them. Second is the disconnect between action and result present in a couple of powers. The paladin's Shielding Smite provides an AC bonus to someone up to 25 feet away when the paladin hits in melee. Say what? If it were, say, an adjacent ally like in the cleric's Priest's Shield power it would make more sense. But there's no connection between the paladin's strike and the ally's AC bonus. He just gets it. On the cleric side, Sacred Flame presents the same problem. The cleric blasts a foe with holy light, and any ally [I]within the cleric's sight[/I] gains his choice of 2 hp or a save. Why? The ally can be [I]all the way over there[/I]. What does he have to do with the holy flame? And why can't the cleric grant this boon without blasting a foe with holy flame? I understand the reasoning for this type of power, allowing leaders/defenders to do their things while still being involved directly in combat. But the disconnect and special cases for the number of uses of some powers makes me not want to play a divine class. It's just too much of a strain on my immersion/sense of wonder/suspension of disbelief/whatever. I realize it sucks to play a cleric and having to spend all of your actions healing others. But I think they overshot the mark here, assuming the previews we have are representative, and created new problems they didn't need to. [/QUOTE]
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