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The Cleric's Channel Divinity
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<blockquote data-quote="Li Shenron" data-source="post: 6010238" data-attributes="member: 1465"><p>I totally agree, currently Channel Divinity is redundant, which is why I'm 100% confident that they already know they're going to change it a lot before the finished product.</p><p></p><p></p><p></p><p>I don't this he need this. Clerical spells AND domains are already the Cleric's gimmick. There is no real need for another unique mechanic for this class, especially if the <em>effects</em> are more or less the same you can do with spells and domain powers.</p><p></p><p>Someone may argue "but you get 2 different pools to fine-tune your resources, more tactical choices". Then why does the Fighter now gets only one "pool" (Combat Superiority) and even the Wizard (spells) while the Cleric should have 3? Save new unique mechanics for other classes instead (Druid, Shaman...)!</p><p></p><p>We also need to realize that "unique mechanics" are needed for classes which never had one (i.e. Fighter) or maybe had only an array of minor and inflexible mechanics (i.e. Paladin, Monk, Ranger...). </p><p></p><p>Spellcaster already always had their own gimmick: spells. Now it's great that each spellcasting class has a different "tweak" on the preparation and casting mechanics. Don't give 2 to the same class, give 1 each. Why should the Cleric be more tactically flexible than the Wizard and other spellcasters?</p><p></p><p></p><p></p><p>But guess what... if Channel Divinity does only healing, people will complain "I want to use it for something more cool", and then they will add non-healing options to use it. So then people will complain "I don't want to sacrifice Channel Divinity pool for healing, move healing somewhere else", and then they will give another, healing-only gimmick. Rinse, repeat.</p><p></p><p></p><p></p><p>Like the short rest and using your HD? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>How many more healing mechanics do we need in the game? If a group isn't yet convinced that we have TONS of healing, why can't they just reset all HP damage with a short rest? Or play the game with an "infinite life" cheat, that's what this "healing rush" makes the think about.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6010238, member: 1465"] I totally agree, currently Channel Divinity is redundant, which is why I'm 100% confident that they already know they're going to change it a lot before the finished product. I don't this he need this. Clerical spells AND domains are already the Cleric's gimmick. There is no real need for another unique mechanic for this class, especially if the [I]effects[/I] are more or less the same you can do with spells and domain powers. Someone may argue "but you get 2 different pools to fine-tune your resources, more tactical choices". Then why does the Fighter now gets only one "pool" (Combat Superiority) and even the Wizard (spells) while the Cleric should have 3? Save new unique mechanics for other classes instead (Druid, Shaman...)! We also need to realize that "unique mechanics" are needed for classes which never had one (i.e. Fighter) or maybe had only an array of minor and inflexible mechanics (i.e. Paladin, Monk, Ranger...). Spellcaster already always had their own gimmick: spells. Now it's great that each spellcasting class has a different "tweak" on the preparation and casting mechanics. Don't give 2 to the same class, give 1 each. Why should the Cleric be more tactically flexible than the Wizard and other spellcasters? But guess what... if Channel Divinity does only healing, people will complain "I want to use it for something more cool", and then they will add non-healing options to use it. So then people will complain "I don't want to sacrifice Channel Divinity pool for healing, move healing somewhere else", and then they will give another, healing-only gimmick. Rinse, repeat. Like the short rest and using your HD? ;) How many more healing mechanics do we need in the game? If a group isn't yet convinced that we have TONS of healing, why can't they just reset all HP damage with a short rest? Or play the game with an "infinite life" cheat, that's what this "healing rush" makes the think about. [/QUOTE]
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