Merlion
First Post
I think it's good that the 3e cleric gets more than its AD&D predecessors. Most people don't want to play purely support characters: most people don't want to step back, heal and buff everyone, and let the rest of the party shine
First, I disagree...theres plenty of people who like to play support.
next, theres no reason you cant have a class that is primarily a support class, but has some degree of offense to keep it interesting. The Cleric just takes the offense to far, and also has to few weaknesses.
. People worry about the cleric's domain spells -- it can seem like it allows the cleric to step on the wizard's toes -- but I think, broadly, they're a good idea. Letting clerics of a storm god drop a lightning bolt or something once a day is flavorful and appealing, and it gives the cleric's player a chance to have a couple of unexpected tricks up his sleeve. It helps make clerics into more interesting and complex characters.
Well, the trouble is they get the Domain spells in addition to the entire Cleric spell list, and many of the Domain spells are among the few effects that Clerics can access that Wizards cant.
However, mechanically its not to bad. As long as you dont allow Domain Spontaneity.
However to me on the level of being a real "priest" class, it would work better to have individualized spell lists.
But I really, really don't like what I called in the original post the "buff and bash" cleric. It should be received wisdom by this point that, given a round or two to prepare, a mid-to-high-level cleric can imbue herself with combat abilities that match or even exceed those comparably experienced fighters or barbarians. All of this has to do with the three spells I pick out in the original post: the first-level spell that gives the cleric massive, and readily stackable, bonuses to attack and damage; the fourth-level spell that gives her a fighter-grade base attack bonus and helpful ability bonuses; and the fifth-level spell that gives her added size and powerful DR. Eliminating these spells doesn't cripple the cleric, who still has lots of very useful buffs -- think of shield of faith, prayer, or bull's strength -- but it means that she is not going to be upstaging the party fighter. Clerics, even without heavy armor, can still play their traditional role as defensive, supporting melee participants.
Certainlly removal of those spells and removal of heavy armor takes the edge off. I would still reduce the hit die to a d6 however, and reduce the Fort save. A Primary caster with a spell list as useful and extensive as the Clerics doesnt really need these things.
Is eliminating these three spells, and immediate access to heavy armor (note that IMC nobody gets heavy armor for free, though fighters and paladins get easier ways to access it), enough to justify increasing the cleric's skill points? I think so. It probably, in an objective sense, gives the cleric more than she had earlier, but what the cleric gets is largely orthogonal to her traditional concern with helping her party succeed in combat
Well, in terms of game balance, I dont see skill points as an especially big factor...they dont often come into play in combat.
I see no problem with your propsed changes, accept I'd say they dont go far enough
And they dont really address the issues of the "priest" archtype at all, but thats a matter of taste.