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General Tabletop Discussion
*TTRPGs General
Is the Cleric class broken/unbalanced?
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<blockquote data-quote="Sammael99" data-source="post: 365572" data-attributes="member: 1157"><p>For what it's worth, I don't believe that mechanics should be balanced full stop. In a heavy rolplaying campaign, where little combat occurs, you probably have a lot more to do if you play a rogue or a bard. Are they broken for that reason ? No.</p><p></p><p>It's called a roleplaying game, not a skirmish game. I think balance is only ever mentioned as regards to pure damage that can be dished out. Roleplaying is an integral part of the mix, and I really don't see why all classes should be balanced mechanically. In any case, they're not, so why bother ?</p><p></p><p>On a side consideration, I have not played clerics yet and neither have I had PC clerics in my campaign, but I have GMed several NPC clerics. They are very efficient support characters, but they are absolutely lame one on one opponents unless they are specifically min-maxed for this purpose. In order for an enemy cleric to work well in combat, they need to have lots of henchmen / troops and devote most of their resources to supporting said troops. As soon as they jump into the fight themselves, they're toast... I've seen this happen again and again.</p><p></p><p>So do I think Clerics are "broken" ? Nope. I think they're just fine. Do I feel they're mechanically balanced ? Probably not, but it doesn't make a damn bit of difference in play...</p><p></p><p>On yet another consideration, I have also been dissapointed by the generic-ness of the cleric. I have taken slow steps to sort this out in my campaign, mainly because there have been no PC clerics. One of the things that annoyed me the most was that all the healing spells were shared by all clerics whatever deity they had. This is very obviously a "group dynamic consideration" that affected class design. It's highly unbelievable (to me) that a cleric of a god of destruction would be able to go around and heal right left and center. </p><p></p><p>The way I've ruled this, is that only clerics with domains of Healing, Life or Nature benefit from the full healing capabilities of the cleric. All other clerics do not lose the healing substitution but their healing spells are half as efficient when cast on anyone but themselves. Thus, a healing spell cast by a god of destruction on another person would be x d4s +level instead of x d8s. All "binary" healing spells like heal etc. are not on their spelllists. </p><p></p><p>Of course, contrariwyse, clerics of healing and life deities are forbidden to use any spell that does direct harm to a living creature (the restriction does not apply to undead or outsiders.)</p><p></p><p>When time allows, I'll probably design specific and distinct spell-lists for all deties...</p></blockquote><p></p>
[QUOTE="Sammael99, post: 365572, member: 1157"] For what it's worth, I don't believe that mechanics should be balanced full stop. In a heavy rolplaying campaign, where little combat occurs, you probably have a lot more to do if you play a rogue or a bard. Are they broken for that reason ? No. It's called a roleplaying game, not a skirmish game. I think balance is only ever mentioned as regards to pure damage that can be dished out. Roleplaying is an integral part of the mix, and I really don't see why all classes should be balanced mechanically. In any case, they're not, so why bother ? On a side consideration, I have not played clerics yet and neither have I had PC clerics in my campaign, but I have GMed several NPC clerics. They are very efficient support characters, but they are absolutely lame one on one opponents unless they are specifically min-maxed for this purpose. In order for an enemy cleric to work well in combat, they need to have lots of henchmen / troops and devote most of their resources to supporting said troops. As soon as they jump into the fight themselves, they're toast... I've seen this happen again and again. So do I think Clerics are "broken" ? Nope. I think they're just fine. Do I feel they're mechanically balanced ? Probably not, but it doesn't make a damn bit of difference in play... On yet another consideration, I have also been dissapointed by the generic-ness of the cleric. I have taken slow steps to sort this out in my campaign, mainly because there have been no PC clerics. One of the things that annoyed me the most was that all the healing spells were shared by all clerics whatever deity they had. This is very obviously a "group dynamic consideration" that affected class design. It's highly unbelievable (to me) that a cleric of a god of destruction would be able to go around and heal right left and center. The way I've ruled this, is that only clerics with domains of Healing, Life or Nature benefit from the full healing capabilities of the cleric. All other clerics do not lose the healing substitution but their healing spells are half as efficient when cast on anyone but themselves. Thus, a healing spell cast by a god of destruction on another person would be x d4s +level instead of x d8s. All "binary" healing spells like heal etc. are not on their spelllists. Of course, contrariwyse, clerics of healing and life deities are forbidden to use any spell that does direct harm to a living creature (the restriction does not apply to undead or outsiders.) When time allows, I'll probably design specific and distinct spell-lists for all deties... [/QUOTE]
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Is the Cleric class broken/unbalanced?
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