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What class has changed the least through the editions?
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<blockquote data-quote="Jer" data-source="post: 3418390" data-attributes="member: 19857"><p>I like playing clerics, but...</p><p></p><p>As a spellcaster, despite the large spell list that clerics get, in any group I've played in I end up only casting healing spells and buffs. Spontaneous casting means that I can select a bunch of spells that might be fun to cast, but I never get to cast them because "we might need a Cure later". The "domain spell" mechanic in 3e has made this a bit more interesting, as there's a single slot for every spell level where I can just say "I can't swap this out for a cure spell, so I'm casting my Wall of Fire domain spell", but you only get 1 one of those at each spell level, and you only get to choose between two different spells for that slot.</p><p></p><p>When you game with a bunch of tanks, they often don't "let" your cleric get into battle. No one in my group ever really says "don't melee", but they'll "protect" you because your healing and buffs are too good to lose. Half the time I have to stand back and bounce cure spells off of the barbarian and the fighter during the big smackdown instead of getting into the melee myself. (Yes, if we had fewer tanks this wouldn't be as much of a problem, but this particular group loves their tanks...)</p><p></p><p>As for undead destruction/turning ... the turn mechanism is pretty much too good. Clerics can make the undead run away so fast that it becomes an issue of the rest of the party "mopping up" while you maintain your turning. And since you can't get within 10' of the undead that you've turned, you can't jump into the melee and help out -- you're stuck standing back, making sure that the undead stay turned until they're either all dead or the turn duration runs out, at which point if there are still too many undead you do it again. I'd almost prefer something that does a bit of damage to undead or gives them a penalty but still lets you join in the melee ... or being able to spontaneously turn my turn undead attempts into cure spells so that I could cast some other spell instead.</p><p></p><p>Again, I like playing Clerics, but that's because I don't mind the traditional "support role" that the Cleric fits into. I can totally understand why when I DM most of my players would rather play a Druid or a Paladin if they have to play the healer instead of a Cleric.</p></blockquote><p></p>
[QUOTE="Jer, post: 3418390, member: 19857"] I like playing clerics, but... As a spellcaster, despite the large spell list that clerics get, in any group I've played in I end up only casting healing spells and buffs. Spontaneous casting means that I can select a bunch of spells that might be fun to cast, but I never get to cast them because "we might need a Cure later". The "domain spell" mechanic in 3e has made this a bit more interesting, as there's a single slot for every spell level where I can just say "I can't swap this out for a cure spell, so I'm casting my Wall of Fire domain spell", but you only get 1 one of those at each spell level, and you only get to choose between two different spells for that slot. When you game with a bunch of tanks, they often don't "let" your cleric get into battle. No one in my group ever really says "don't melee", but they'll "protect" you because your healing and buffs are too good to lose. Half the time I have to stand back and bounce cure spells off of the barbarian and the fighter during the big smackdown instead of getting into the melee myself. (Yes, if we had fewer tanks this wouldn't be as much of a problem, but this particular group loves their tanks...) As for undead destruction/turning ... the turn mechanism is pretty much too good. Clerics can make the undead run away so fast that it becomes an issue of the rest of the party "mopping up" while you maintain your turning. And since you can't get within 10' of the undead that you've turned, you can't jump into the melee and help out -- you're stuck standing back, making sure that the undead stay turned until they're either all dead or the turn duration runs out, at which point if there are still too many undead you do it again. I'd almost prefer something that does a bit of damage to undead or gives them a penalty but still lets you join in the melee ... or being able to spontaneously turn my turn undead attempts into cure spells so that I could cast some other spell instead. Again, I like playing Clerics, but that's because I don't mind the traditional "support role" that the Cleric fits into. I can totally understand why when I DM most of my players would rather play a Druid or a Paladin if they have to play the healer instead of a Cleric. [/QUOTE]
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