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General Tabletop Discussion
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PHB Cleric = Unbalanced?
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<blockquote data-quote="Hussar" data-source="post: 2604200" data-attributes="member: 22779"><p>Just a point about the clerical spell lists.</p><p></p><p>Yes, it's true that if you bring in a new supplement (or even playing straight from the PHB) that clerics get the entire list to choose from. Seems like a huge deal, but it really isn't. So many of those spells are of such limited use or duration that they really aren't worth studying unless you actually know you are going to need them. Spells like Helping Hand or Water Breathing aren't likely going to get memorized on a regular basis unless the party knows they are going to need them the next day. Wizard spells are generally far more versatile. Clerics have no particular transformation spells for example, whereas a third level wizard can fly (albeit poorly), create illusions, turn invisible and give the party a safe bolt hole in an extradimensional space. Granted, he can't do all that in the same day, but a cleric can't do any of that at all. The other thing clerics can't really do until fairly high levels, is affect large numbers of creatures. Sure, the cleric might be a melee powerhouse, but, against large numbers of mooks, he pales against the power of the wizzie.</p><p></p><p>And on a side note about the Law domain - since I saw it get knocked earlier. The fact that you get an extra round out of summoning spells is not a small bonus at low levels, and, since many of the bad guys parties face are chaotic, the bonus spells are almost as effective as the Good domain. Nothing like an Order's Wrath to rain on someone's parade.</p><p></p><p>Quick question:</p><p></p><p></p><p></p><p>Umm, a holy word spell only deafens and blinds those targets since they are one level below the clerics effective level with the good domain. What am I missing?</p></blockquote><p></p>
[QUOTE="Hussar, post: 2604200, member: 22779"] Just a point about the clerical spell lists. Yes, it's true that if you bring in a new supplement (or even playing straight from the PHB) that clerics get the entire list to choose from. Seems like a huge deal, but it really isn't. So many of those spells are of such limited use or duration that they really aren't worth studying unless you actually know you are going to need them. Spells like Helping Hand or Water Breathing aren't likely going to get memorized on a regular basis unless the party knows they are going to need them the next day. Wizard spells are generally far more versatile. Clerics have no particular transformation spells for example, whereas a third level wizard can fly (albeit poorly), create illusions, turn invisible and give the party a safe bolt hole in an extradimensional space. Granted, he can't do all that in the same day, but a cleric can't do any of that at all. The other thing clerics can't really do until fairly high levels, is affect large numbers of creatures. Sure, the cleric might be a melee powerhouse, but, against large numbers of mooks, he pales against the power of the wizzie. And on a side note about the Law domain - since I saw it get knocked earlier. The fact that you get an extra round out of summoning spells is not a small bonus at low levels, and, since many of the bad guys parties face are chaotic, the bonus spells are almost as effective as the Good domain. Nothing like an Order's Wrath to rain on someone's parade. Quick question: Umm, a holy word spell only deafens and blinds those targets since they are one level below the clerics effective level with the good domain. What am I missing? [/QUOTE]
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