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[Poll] Cleric Satisfaction Survey
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<blockquote data-quote="Mercule" data-source="post: 7190966" data-attributes="member: 5100"><p>My main complaints about the Cleric are as they have been since 3E and losing the 2E Priest class:</p><p>1) Too much access to heavy armor -- I get that the Cleric is supposed to be militant, and I appreciate that WotC removed heavy armor as default for Clerics in 5E. I still would have limited access to heavy armor to the War domain. I would even have considered the base class only having light armor, with a good number of domains getting medium (I don't see knowledge, especially, having more than light)</p><p></p><p>1a) Why the heck does the Life domain get access to heavy armor? With my above change, I question whether they should even have medium armor. Next to Knowledge or Tempest/Weather/Sea (whoops, fell overboard), I can't think of any domain that <u>less</u> deserves military training than Life.</p><p></p><p>2) Everyone turns undead -- This ability has its roots in the OD&D/AD&D patterning the Cleric off the Knights Templar; undead recoil from the cross, so they recoil from the Cleric's holy symbol. Having broken that mold, I see no reason for "turn undead" to be a universal ability. It makes sense for, say, the Life domain, but not Knowledge, War, or Trickery (haha, fooled you, Strahd, now run away). Keep Channel Divinity, but replace turn undead with more flavorful abilities, that better fit the domains. Also, this allows for another lever to flip in balancing the domains. Maybe the Knowledge domain has limited access to martial capability and only baseline healing, but their Channel ability lets them grant an auto-critical or max damage to an attack because they gain guidance about a weakness (shooting from the hip, it could be non-combat).</p><p></p><p>3) Too many damaging spells -- Wizards don't get healing. Everyone knows that. Well, Clerics don't need as many damaging spells. Yes, they've always had a few. I'm not saying to completely remove them. They just don't need any damaging cantrips and could afford to have the runt's pick on the others, excepting a few signature spells.</p><p></p><p>Bonus) This is probably more a bone with the Paladin, but where, exactly, is the line between a Cleric of War and a Paladin? In 5E, both have access to the same weapons and armor. They're both very martial characters with a battery of divine abilities. One has more spell slots. The other has more granted abilities. Also, one has (on average) one more hit point per level.</p><p></p><p>Hmm.... Maybe I should have voted "Dissatisfied" instead of "Somewhat Satisfied".</p></blockquote><p></p>
[QUOTE="Mercule, post: 7190966, member: 5100"] My main complaints about the Cleric are as they have been since 3E and losing the 2E Priest class: 1) Too much access to heavy armor -- I get that the Cleric is supposed to be militant, and I appreciate that WotC removed heavy armor as default for Clerics in 5E. I still would have limited access to heavy armor to the War domain. I would even have considered the base class only having light armor, with a good number of domains getting medium (I don't see knowledge, especially, having more than light) 1a) Why the heck does the Life domain get access to heavy armor? With my above change, I question whether they should even have medium armor. Next to Knowledge or Tempest/Weather/Sea (whoops, fell overboard), I can't think of any domain that [U]less[/U] deserves military training than Life. 2) Everyone turns undead -- This ability has its roots in the OD&D/AD&D patterning the Cleric off the Knights Templar; undead recoil from the cross, so they recoil from the Cleric's holy symbol. Having broken that mold, I see no reason for "turn undead" to be a universal ability. It makes sense for, say, the Life domain, but not Knowledge, War, or Trickery (haha, fooled you, Strahd, now run away). Keep Channel Divinity, but replace turn undead with more flavorful abilities, that better fit the domains. Also, this allows for another lever to flip in balancing the domains. Maybe the Knowledge domain has limited access to martial capability and only baseline healing, but their Channel ability lets them grant an auto-critical or max damage to an attack because they gain guidance about a weakness (shooting from the hip, it could be non-combat). 3) Too many damaging spells -- Wizards don't get healing. Everyone knows that. Well, Clerics don't need as many damaging spells. Yes, they've always had a few. I'm not saying to completely remove them. They just don't need any damaging cantrips and could afford to have the runt's pick on the others, excepting a few signature spells. Bonus) This is probably more a bone with the Paladin, but where, exactly, is the line between a Cleric of War and a Paladin? In 5E, both have access to the same weapons and armor. They're both very martial characters with a battery of divine abilities. One has more spell slots. The other has more granted abilities. Also, one has (on average) one more hit point per level. Hmm.... Maybe I should have voted "Dissatisfied" instead of "Somewhat Satisfied". [/QUOTE]
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[Poll] Cleric Satisfaction Survey
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