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The Cleric's Channel Divinity
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6010793" data-attributes="member: 54843"><p>I think Channel Divinity fails in its current design goal of having cleics draw from a separate pool of resources for healing.</p><p></p><p>The concern people expressed was that in Ye Olden Tymes clerics were expected to spend almost all their spell slots on healing, which made them boring to play.</p><p></p><p>The solution: create a separate pool of daily resources that clerics could use to heal!</p><p></p><p>But to make this really work, they'd have to make it so that clerics COULDN'T use their normal spells for basic healing. Otherwise, lots of parties would just expect clerics to use their normal spells AND their Channel Divinity to heal, leaving the clerics right where they started.</p><p></p><p>To make things even more confusing, sun-domain clerics can use their Channel Divinity for a weak AOE attack. So now they have two pools of daily resources with no clear division between them. More paperwork, less flexibility, no real benefit.</p><p></p><p>At this point, why not just nix Channel Divinity, add some more spell slots, and say that the Cure X Wounds spells are automatically prepared, like in 3e (and like Turn Undead in 5e)? Clerics may still feel pressured to use all their spells for healing, but at least there's less added complexity and a bit more flexibility.</p><p></p><p>The alternative that would actually fix the original complaint would be to leave in Channel Divinity and get rid of the Cure X Wounds and Heal spells altogether. But I can see a lot of traditionalists having a problem with a cleric who CAN'T cast healing spells.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6010793, member: 54843"] I think Channel Divinity fails in its current design goal of having cleics draw from a separate pool of resources for healing. The concern people expressed was that in Ye Olden Tymes clerics were expected to spend almost all their spell slots on healing, which made them boring to play. The solution: create a separate pool of daily resources that clerics could use to heal! But to make this really work, they'd have to make it so that clerics COULDN'T use their normal spells for basic healing. Otherwise, lots of parties would just expect clerics to use their normal spells AND their Channel Divinity to heal, leaving the clerics right where they started. To make things even more confusing, sun-domain clerics can use their Channel Divinity for a weak AOE attack. So now they have two pools of daily resources with no clear division between them. More paperwork, less flexibility, no real benefit. At this point, why not just nix Channel Divinity, add some more spell slots, and say that the Cure X Wounds spells are automatically prepared, like in 3e (and like Turn Undead in 5e)? Clerics may still feel pressured to use all their spells for healing, but at least there's less added complexity and a bit more flexibility. The alternative that would actually fix the original complaint would be to leave in Channel Divinity and get rid of the Cure X Wounds and Heal spells altogether. But I can see a lot of traditionalists having a problem with a cleric who CAN'T cast healing spells. [/QUOTE]
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