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General Tabletop Discussion
*Pathfinder & Starfinder
Is the cleric's "Channeling" ability a mistake?
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<blockquote data-quote="SteelDraco" data-source="post: 5964085" data-attributes="member: 359"><p>I like channeling far more than turning undead.</p><p></p><ul> <li data-xf-list-type="ul">The party cleric won't have to spend as many spells slots acting as a healer if they have a general ability that can heal the whole party. This allows them to do other interesting things with their spells, rather than seeing his interesting choices disappear over the course of the day to patch up his friends.</li> <li data-xf-list-type="ul">Turning undead was a boring, boring power. It made encounters with undead non-fun. Either the party cleric wiped out a significant chunk of the encounter, or they feel like they wasted their action doing something that is already a fairly restricted power anyway. If you only get to use a class power against a certain type of enemy, then it doesn't work when you encounter that type of enemy, you're going to feel cheated. In practice, it meant that all undead encounters had a huge group of mooks for the cleric to blow up before the real encounter started, which pretty much had to be with a small group of undead that was powerful enough that the cleric couldn't turn them and auto-win the fight.</li> </ul><p></p><p>I don't particularly care for Selective Channeling, just because it's a pretty compulsory choice for someone who wants to use channel energy in combat. I'm not a fan of no-brainer choices like that. You can get away with not taking it as a cleric, I suppose, but I think you'll really suffer for it. Channel energy keeps the whole party on its feet a little longer, and works pretty well for that and out-of-combat healing. (The "six-pack of wands of cure light wounds" problem bothers me, I actually like healing surges or a reserve point system for out-of-combat healing)</p><p></p><p>One thing that I did like about the 3.0/3.5 rules better - divine feats. These were some of my favorite feats for a divine character. You could do the same thing mechanically now, spending channel energy uses, but I liked the variety of abilities that you could take with divine feats. Most domains include a power you can use 3+Wis mod per day, which is similar in functionality, but the option of divine feats for anybody with turn undead was neat.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 5964085, member: 359"] I like channeling far more than turning undead. [LIST] [*]The party cleric won't have to spend as many spells slots acting as a healer if they have a general ability that can heal the whole party. This allows them to do other interesting things with their spells, rather than seeing his interesting choices disappear over the course of the day to patch up his friends. [*]Turning undead was a boring, boring power. It made encounters with undead non-fun. Either the party cleric wiped out a significant chunk of the encounter, or they feel like they wasted their action doing something that is already a fairly restricted power anyway. If you only get to use a class power against a certain type of enemy, then it doesn't work when you encounter that type of enemy, you're going to feel cheated. In practice, it meant that all undead encounters had a huge group of mooks for the cleric to blow up before the real encounter started, which pretty much had to be with a small group of undead that was powerful enough that the cleric couldn't turn them and auto-win the fight. [/LIST] I don't particularly care for Selective Channeling, just because it's a pretty compulsory choice for someone who wants to use channel energy in combat. I'm not a fan of no-brainer choices like that. You can get away with not taking it as a cleric, I suppose, but I think you'll really suffer for it. Channel energy keeps the whole party on its feet a little longer, and works pretty well for that and out-of-combat healing. (The "six-pack of wands of cure light wounds" problem bothers me, I actually like healing surges or a reserve point system for out-of-combat healing) One thing that I did like about the 3.0/3.5 rules better - divine feats. These were some of my favorite feats for a divine character. You could do the same thing mechanically now, spending channel energy uses, but I liked the variety of abilities that you could take with divine feats. Most domains include a power you can use 3+Wis mod per day, which is similar in functionality, but the option of divine feats for anybody with turn undead was neat. [/QUOTE]
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Is the cleric's "Channeling" ability a mistake?
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