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General Tabletop Discussion
*TTRPGs General
Is the Cleric class broken/unbalanced?
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<blockquote data-quote="MinscFan" data-source="post: 363858" data-attributes="member: 3354"><p>Most everything has been said about this class in this and other threads since 3E came out.</p><p></p><p>Before I begin, I'll make it clear -- Clerics are not "broken", overpowered or underpowered. Yes, I've DMed them (since 1st edition) and played them -- most recently going through a campaign where I took my single-classed Cleric up to 16th or 17th level.</p><p></p><p>I agree with those who say the class is what the player makes of it, and what the DM allows / modifies / destroys.</p><p></p><p>I do not agree that they are plain vanilla and thus unpopular to play. In point of fact, you could say that every class in the game is "generic" until given some unique personality by the player.</p><p></p><p>It is a mistake to use PrCs to give a class "personality". That's what role-playing if for.</p><p></p><p>Clerics, like others classes, benefit from the treatment they are given by the role-player and the DM.</p><p></p><p>Now some random disconnects...</p><p></p><p>NEVER remove spontaneous casting for non-evil aligned Clerics. I think allowing spontaneous casting is a way to better enhance a Cleric and it certainly makes people more likely to play one -- now you can pray for spells that are useful in combat, divination, etc. and not have to worry about taking up a bunch of slots with cures.</p><p></p><p>Clerics (especially in the new d20 system) are divine spellcasters, not the traditional cardboard priests or field medics of 2nd edition. They are identical to Wizards in that they prepare spells, and then cast them as needed. If they are declared broken, then so are all spellcasters.</p><p></p><p>The differences in spell types, abilities, and numbers of slots between mages and clerics serve to balance the spellcasting classes -- since Clerics can channel energy (turning/ rebuking), Wizards can have familiars and gain (in the long run) a wider variety of spells.</p><p></p><p>Finally, because I say they aren't broken I'll also admit that when run properly, Clerics can be quite fearsome. </p><p></p><p>As a player molds his / her cleric during a campaign, there are opportunities (within the rules) to make up for class weaknesses with magic items and preparatory spells. Everyone should fear going against a Cleric who has had time to prepare for the encounter.</p><p></p><p>Of course, this could be said of any class. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="MinscFan, post: 363858, member: 3354"] Most everything has been said about this class in this and other threads since 3E came out. Before I begin, I'll make it clear -- Clerics are not "broken", overpowered or underpowered. Yes, I've DMed them (since 1st edition) and played them -- most recently going through a campaign where I took my single-classed Cleric up to 16th or 17th level. I agree with those who say the class is what the player makes of it, and what the DM allows / modifies / destroys. I do not agree that they are plain vanilla and thus unpopular to play. In point of fact, you could say that every class in the game is "generic" until given some unique personality by the player. It is a mistake to use PrCs to give a class "personality". That's what role-playing if for. Clerics, like others classes, benefit from the treatment they are given by the role-player and the DM. Now some random disconnects... NEVER remove spontaneous casting for non-evil aligned Clerics. I think allowing spontaneous casting is a way to better enhance a Cleric and it certainly makes people more likely to play one -- now you can pray for spells that are useful in combat, divination, etc. and not have to worry about taking up a bunch of slots with cures. Clerics (especially in the new d20 system) are divine spellcasters, not the traditional cardboard priests or field medics of 2nd edition. They are identical to Wizards in that they prepare spells, and then cast them as needed. If they are declared broken, then so are all spellcasters. The differences in spell types, abilities, and numbers of slots between mages and clerics serve to balance the spellcasting classes -- since Clerics can channel energy (turning/ rebuking), Wizards can have familiars and gain (in the long run) a wider variety of spells. Finally, because I say they aren't broken I'll also admit that when run properly, Clerics can be quite fearsome. As a player molds his / her cleric during a campaign, there are opportunities (within the rules) to make up for class weaknesses with magic items and preparatory spells. Everyone should fear going against a Cleric who has had time to prepare for the encounter. Of course, this could be said of any class. ;) [/QUOTE]
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