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[Poll] Cleric Satisfaction Survey
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<blockquote data-quote="Thurmas" data-source="post: 7192128" data-attributes="member: 6866167"><p>1) I had not really considered these points before, but I almost completely agree with you. I think keeping Knowledge, Light, Trickery and Nature in light armor, Life (maybe) and Tempest getting medium, and War getting Heavy would have made a lot of sense. Martial weapons for many of them would be fine (it irks me when I can't take a warhammer as a weapon).</p><p></p><p>2) I also mostly agree with this. However, I would suggest each domain getting two channel divinity options, some of which will be turn undead or an effect similar to turn undead. I do wish they could channel divinity a number of times equal to their Wisdom modifier instead of a set number of times a day, however. </p><p></p><p>3) This one I kinda disagree with though. I think their damaging spells is pretty limited. Or maybe the spells they do have are enough, but are a little lackluster or badly designed (ex. Sacred Flame should be roll to hit, not a save). I think they get some pretty good added domain spells, although I think some could be switched out for better choices. What I wish they did have was some more, unique to cleric control or influential spells. Not necessarily things that do damage, but ways to influence the stage or environment around them. </p><p></p><p>Actually, as I sit here writing this, I think I would have been fine with a much smaller Cleric spell list, and much more expansive domain spell list for each domain (say, 5 domain spells per spell level, going all the way through 9th level spells). Make each domain much more unique. For example, you'd end up with all clerics still getting basic healing spells like Cure Wounds, but only the life cleric with access to more powerful ones like Mass Cure Wounds, Heal, or Aura of Vitality.</p></blockquote><p></p>
[QUOTE="Thurmas, post: 7192128, member: 6866167"] 1) I had not really considered these points before, but I almost completely agree with you. I think keeping Knowledge, Light, Trickery and Nature in light armor, Life (maybe) and Tempest getting medium, and War getting Heavy would have made a lot of sense. Martial weapons for many of them would be fine (it irks me when I can't take a warhammer as a weapon). 2) I also mostly agree with this. However, I would suggest each domain getting two channel divinity options, some of which will be turn undead or an effect similar to turn undead. I do wish they could channel divinity a number of times equal to their Wisdom modifier instead of a set number of times a day, however. 3) This one I kinda disagree with though. I think their damaging spells is pretty limited. Or maybe the spells they do have are enough, but are a little lackluster or badly designed (ex. Sacred Flame should be roll to hit, not a save). I think they get some pretty good added domain spells, although I think some could be switched out for better choices. What I wish they did have was some more, unique to cleric control or influential spells. Not necessarily things that do damage, but ways to influence the stage or environment around them. Actually, as I sit here writing this, I think I would have been fine with a much smaller Cleric spell list, and much more expansive domain spell list for each domain (say, 5 domain spells per spell level, going all the way through 9th level spells). Make each domain much more unique. For example, you'd end up with all clerics still getting basic healing spells like Cure Wounds, but only the life cleric with access to more powerful ones like Mass Cure Wounds, Heal, or Aura of Vitality. [/QUOTE]
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[Poll] Cleric Satisfaction Survey
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