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Splitting cleric's subclass into domain and archetype
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<blockquote data-quote="Leatherhead" data-source="post: 7414847" data-attributes="member: 53176"><p>Personally, I think it's a nearly vestigial mishmash of concepts that was created as a rules patch. A class that somehow perpetuated it's existence largely to the failures of other subsystems (namely, the healing and recovery subsystems), topped off with a semi-toxic social contract that causes other players to think you are just there to play as a healbot for them. And a class that can be largely conceptually replaced by the Paladin, Warlock, and by select sublasses (particularly of the Barbarian or Sorcerer flavor). But if you are gung-ho on keeping it, lets give it a go.</p><p></p><p> </p><p></p><p>Largely, I think gods having multiple domains are intended to fill this niche, but that doesn't work if you aren't using gods. Also, the Warlock is chopped up like this, so why not?</p><p></p><p></p><p>Shaman being a Cleric who channels spirits instead of fighting for themselves? That's a nifty flavor. Do you intend to be a "pet" style class, or more of a "shapeshifter" style (where the Cleric's stats change depending on the spirit that is possessing them, kinda like a Druid)?</p><p>Though I have to wonder, where does the traditional Trickery Domain fall into this divide? </p><p></p><p></p><p>I've been watching the Happy Fun Hour as of late. I highly recommend it. Mearls brings up how and why they made the classes the way that they are, as well as walking you though the motions of making your own subclasses.</p><p></p><p>One thing he brings up all the time (while talking about mechanics they are never going to use again): They don't want you to dramatically change your playstyle when you level up. That means if you are going to be a melee frontliner, they want you to have a weapon in your hand and armor on your back at level 1. Mind you, there are a few classes that don't do this, but they are more or less mistakes that would be changed if we were to get a 3.5 or Essentials style half-edition revision.</p><p></p><p>And I have to kinda agree with him on this. I don't see how your Crusader is supposed to thrive in melee combat until level 3, unless they cheese their Dex, maybe. Just what are you doing for those (highly deadly) levels?</p><p></p><p>Though I do like how they get Extra Attack, and how Divine Strike works with bows.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7414847, member: 53176"] Personally, I think it's a nearly vestigial mishmash of concepts that was created as a rules patch. A class that somehow perpetuated it's existence largely to the failures of other subsystems (namely, the healing and recovery subsystems), topped off with a semi-toxic social contract that causes other players to think you are just there to play as a healbot for them. And a class that can be largely conceptually replaced by the Paladin, Warlock, and by select sublasses (particularly of the Barbarian or Sorcerer flavor). But if you are gung-ho on keeping it, lets give it a go. Largely, I think gods having multiple domains are intended to fill this niche, but that doesn't work if you aren't using gods. Also, the Warlock is chopped up like this, so why not? Shaman being a Cleric who channels spirits instead of fighting for themselves? That's a nifty flavor. Do you intend to be a "pet" style class, or more of a "shapeshifter" style (where the Cleric's stats change depending on the spirit that is possessing them, kinda like a Druid)? Though I have to wonder, where does the traditional Trickery Domain fall into this divide? I've been watching the Happy Fun Hour as of late. I highly recommend it. Mearls brings up how and why they made the classes the way that they are, as well as walking you though the motions of making your own subclasses. One thing he brings up all the time (while talking about mechanics they are never going to use again): They don't want you to dramatically change your playstyle when you level up. That means if you are going to be a melee frontliner, they want you to have a weapon in your hand and armor on your back at level 1. Mind you, there are a few classes that don't do this, but they are more or less mistakes that would be changed if we were to get a 3.5 or Essentials style half-edition revision. And I have to kinda agree with him on this. I don't see how your Crusader is supposed to thrive in melee combat until level 3, unless they cheese their Dex, maybe. Just what are you doing for those (highly deadly) levels? Though I do like how they get Extra Attack, and how Divine Strike works with bows. [/QUOTE]
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