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[Poll] Cleric Satisfaction Survey
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<blockquote data-quote="Gadget" data-source="post: 7192363" data-attributes="member: 23716"><p>I think this hearkens back to the original position of the Cleric: second option front line combatant that didn't even get spells until 2nd level. As such, good armor was more of a necessity. Looking back, we may sneer at the whole 'forbidden to use edged weapons' thing, but it did give them a certain flavor and niche, while keeping them from stepping on the Fighter's (and other top tier fighting classes) toes. The class was really just an amalgam of various Bishop Turpin tales with a side order of Van Helsing and Moses. Recent efforts to diversify the story and purpose of the class still run into this original archetype and role, causing friction. As such, I think the <em>Life</em> domain is more of an attempt to recall the traditional cleric, a heal bot front line warrior, rather than a pacifistic spiritualist. </p><p></p><p></p><p></p><p></p><p>Undead may not be as prevalent in any given campaign as they might have been back in the day, but it would be somewhat of a challenge to find a turn <creature> ability that was not far too niche, or far to generic. There are of course, other options for channel divinity though. But the main problem with the diversify the flavor & adjust the balance method comes down to this: at what point is the knowledge cleric with limited armor and weapons--and presumably expanded spell power/channel divinity options to make up for the lack--pretty much a wizard with a light touch of rouge applied? This may not really be a problem at all, with many archetypes in 5e that could conceivably be achieved through various classes or class combinations, but must at least be considered. </p><p></p><p></p><p></p><p></p><p>My experience with AD&D is <em>far</em> behind me and probably not representative, but I feel the whole 'DM is going to change your spells' thing was one of those (many) rules (I want to say obscure) that rarely, if ever was put into practice. I do agree that the spell list feels more blasty, even if that is not strictly the case. I think it is a side effect no longer needing to spend all spell slots on healing to keep the party on their feet, and numerous 'gottcha' monsters like level (or ability) draining undead that required a cleric to fix are no more or severely cut back. That and the addition of damage cantrips does make the modern cleric feel more like a White Mage. </p><p></p><p>One of my main problems with spellcasting in 5e is that there is too much sharing (or ways of acquiring spells not on your list) of spells between classes, though I understand the need to keep the spells section of the PHB to a reasonable length, not to mention the difficulty in designing and balancing spells in general. Having multiple different clerics with very different play styles and spells may make this situation better or worse, I'm not really sure.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7192363, member: 23716"] I think this hearkens back to the original position of the Cleric: second option front line combatant that didn't even get spells until 2nd level. As such, good armor was more of a necessity. Looking back, we may sneer at the whole 'forbidden to use edged weapons' thing, but it did give them a certain flavor and niche, while keeping them from stepping on the Fighter's (and other top tier fighting classes) toes. The class was really just an amalgam of various Bishop Turpin tales with a side order of Van Helsing and Moses. Recent efforts to diversify the story and purpose of the class still run into this original archetype and role, causing friction. As such, I think the [I]Life[/I] domain is more of an attempt to recall the traditional cleric, a heal bot front line warrior, rather than a pacifistic spiritualist. Undead may not be as prevalent in any given campaign as they might have been back in the day, but it would be somewhat of a challenge to find a turn <creature> ability that was not far too niche, or far to generic. There are of course, other options for channel divinity though. But the main problem with the diversify the flavor & adjust the balance method comes down to this: at what point is the knowledge cleric with limited armor and weapons--and presumably expanded spell power/channel divinity options to make up for the lack--pretty much a wizard with a light touch of rouge applied? This may not really be a problem at all, with many archetypes in 5e that could conceivably be achieved through various classes or class combinations, but must at least be considered. My experience with AD&D is [I]far[/I] behind me and probably not representative, but I feel the whole 'DM is going to change your spells' thing was one of those (many) rules (I want to say obscure) that rarely, if ever was put into practice. I do agree that the spell list feels more blasty, even if that is not strictly the case. I think it is a side effect no longer needing to spend all spell slots on healing to keep the party on their feet, and numerous 'gottcha' monsters like level (or ability) draining undead that required a cleric to fix are no more or severely cut back. That and the addition of damage cantrips does make the modern cleric feel more like a White Mage. One of my main problems with spellcasting in 5e is that there is too much sharing (or ways of acquiring spells not on your list) of spells between classes, though I understand the need to keep the spells section of the PHB to a reasonable length, not to mention the difficulty in designing and balancing spells in general. Having multiple different clerics with very different play styles and spells may make this situation better or worse, I'm not really sure. [/QUOTE]
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