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to fix clerics, give them wizard BAB?

  • Thread starter Thread starter shurai
  • Start date Start date
I seem to remember (perhaps Dragon Mag?) mentioning the spontaneous casting of healing as a way for players to want to play clerics more. This came out before the PHB was released. Before, I didn't want to play a cleric, and most of our party clerics were people that were the last to be added to the group and didn't have much of a choice. The Complete Priest Handbook helped customize them quite a bit more, and I used it frequently in 2e. Anyway, playing a cleric is much more interesting now. The only thing that bothered me about them seemed to be the lack of customization between clerics. Outside of the domain powers, every cleric could cast all the same spells with the exception of a few.

As for the original question, eliminating Persistent Spell feat alone might eliminate clerics from being equal to fighters with the bonus of spellcasting. At least they wouldn't be able to do it all day long. Otherwise, I like the class as a whole a lot better now.
 

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Problem: Clerics spontaneous casting is too good.

Answer: House Rule that spontaneously cast spells use d6 instead of d8 to encourage clerics to prepare cure spells. Alternately, house rule spontaneously cast spells are cast at minimum caster level (1st for light, 3rd for moderate).

Problem: Clerics are better fighters than Fighters!

Answer: Do not play with Persistent Spell, or do not allow the feat to work with divine power, divine favor, and righteous might.

Problem: They're still too good!

Answer: Drop their hit die to d6 and drop Heavy Armor Proficiency.

Problem: Nobody plays clerics!

Answer: You're an idiot.
 

Veldrane said:

Opinions?
Actually, I prefer one base Cleric class. I decide if I want to take the Militant route (by selecting the appropriate feats -- mostly combat-oriented -- and skills geared toward creating a crusader) or a Ministry route (by selecting appropriate feats -- mostly divine or metamagic feats -- and skills).

It would be best to show the two archetypes by recommending what feats and skills they should have. Make new feats and skills if need be.
 


Veldrane posted:
IMHO, a balanced Cleric can be two things: a Spellcaster (healing, protection and buffing) or a fighter.. ..the problem with the current Cleric is that it's both, so..

Let's say a Cleric (Spellcaster) could/shoud have: good Will save, Wiz BAB, d6 HP, 4 skill points/level, spontaneous casting of Domain spells.. ..makes sense, considering that the Domains are now more important to the Cleric, that means that the bond with his deity is tigher -and that Healing Domain gains importance-

Good, now the Crusader / Holy Warrior (Fighter, dunno how to name it): Cleric BAB, Good Fort and Will Saves -due to his faith-, d8 HP, 2 skill points/level, only one domain -with spontaneous casting-, Bard spell progression (so spells up to 6th level).
That's about exactly the direction ofLiber Sacerdotii from the Umbragia setting:
The spellcaster Cleric becomes the Priest: low BAB, low Fort, more spells, some special abilities
The fighting Cleric and the Paladin are replaced by the Crusader: medium BAB, high Fort, Paladin spell progression, special divine boni and special abilities.
 


Thank you for all your suggestions. Believe it or not I was asking with regards to a fairly interesting project I've got going. As-is, I don't think clerics are really overpowered either . . . I think that the more choices a class gives you, the more potential for balance abuse there is, and the cleric has more choices open to him than any other class, because he can choose from all the best armor, many good weapons, a decent skill list, and a lot of neat domains in addition to choosing his spells every day (and he has a lot of those too).

Thanks again!

-S
 

well

personally i think the issue is what do you think a cleric is?

as written in 3E, IMHO, the cleric is really a secondary fighter with full spell using capability. they dont have the massive flexability of a mage, but they have a much longer life expectancy, can fight up front with a fighter for a short while, and can fight a good magical fight with a wizard.

as they are a full spell caster.. even more so than a sorcerer (i dont like the sorcerer class, but that my biz :)).. i find it very hard to understand why they are the only one that has D8 hp and can wear full armor. all other primary spellcasters have fewer hp or cannot wear full armor.

Historically in DnD progression terms, the cleric was given more and more power (like domains) to help make up for the fact that they spent most of their time being forced to memorize healing spells.

1E clerics functioned mostly as a secondary fighter who could cure and do utility/detect type magics. 1e clerics were imagined as fighting holy men. the paladin was imagined as a holy fighter. this held true (for the cleric) because they were restrained from using the full potential of their magic by cure memorization. And since they couldn't really cast attack spells (look at the 1E lists, and when they could it was a opportunity cost decision between damage and healing) they were eventually given (in 2E) special abilities to help people enjoy playing clerics.

during the life of 2E the cleric improvement trend continued, providing cool god granted benefits.. like addtioinal theif levels, some magic user spell casting, removing the weapon restrictions, etc.... all based upon the concept that a god would grant abilities appropriate to their domain. (ie. the war god would be OK with the cleric using a sword) and to continue to provide people with a desire to play a cleric. (a player spent most of his time fighting not as well as a fighter and memorizing mostly cure spells)

3E make a simple, but very dramatic, change to the cleric. Even in 2E with all the special stuff clerics could do they were still limited in their magic use by the fact they had to memorize cure spells. 3E allowed spontaneous casting. It also didn't remove any of the special abilities given to clerics to compensate for their having to memorize cure spells.

I think this is why the cleric is unbalanced. Many (if not most) of the overt damaging at a distance spells were created (in 2E) to make the cleric more interesting to players who didnt just want to play a 2nd rate fighter with healing spells. The concepts of Domains were introduced for the same reasons.

the reason for these additions was the forced memorization of cures, and the removel of the reason for those additions, while maintaining all the benefits leads to the unbalanced 3E cleric.

One final thing about clerics vrs. wizards is a very important fact. A wizard has to learn all his spells. A cleric already knows the ENTIRE list of possible spells (hows that for flexability!). So whenever a DM or Player or Supplement introduces a new spell, every cleric can get that new spell without any of the hassles a wizard has to go through. (alignment issues aside). Clerics dont have the weakness that is a spellbook (ie. you cant steal or destroy a clerics casting ability), they have the advantage of armor (wizards have basically -1 on available magic slots), have almost twice the hp of a wizard, and are the only class to have two completely customizable special abilities.. (domains)


ideas for balancing the cleric.

1. i'd remove almost all overt damaging spells (spells that deal damage at a distance) from a clerics list. that should be the domain of the wizard. clerics can cast negative-buff spells (any spell that gives the opponent minuses.. ie the reverse of the typical buff spell)

2. if your players dont like that, knock the clerics down to D6 hp and take away their domains.

3. if they dont want that. just remove spontaneous casting.


joe b.
 
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Personaly, I like taking heavy armor proficency away and replacing the Turn / Rebuke undead with something more deity specific. I'v seriously considered spliting the class into two: The templar (holy warrior) and the channeler (channels power of the innner planes, getting lots of positive / negitive energy spells and turn / rebuke undead).

The one thing I would really mention I've seen and is a bad idea, in my opinion, is letting clerics channel domain spells. Most domains have powerfull arcane spells in them, which is balanced vs. the fact that a cleric can only cast 1 of each level per day. Giving them that would, in my opinion, really make them scarry. (Look at a Trickery / Water cleric who prepairs all cure spells, then channels them into Cones of cold, invisibilities et cetera. Scarry.)
 

hrm.

i wasn't away that clerics were limited in casting domain spells. all it says it that they have to have ONE. i couldn't find anything that says they couldn't take more...

if so that helps a bit...

joe b.
 

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