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General Tabletop Discussion
*Dungeons & Dragons
What is the Deal with the Twilight Cleric?
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<blockquote data-quote="TheSword" data-source="post: 9621368" data-attributes="member: 6879661"><p>I DM’d Age of Worms for levels 1-20 over about 2 years. We had a Twilight Cleric, a Paladin, A Transmuter and a Rogue.</p><p></p><p>Some things we experienced.</p><ul> <li data-xf-list-type="ul">It was good but not game breaking</li> <li data-xf-list-type="ul">The action to activate meant it wasn’t always used and if it did it took up a round</li> <li data-xf-list-type="ul">Temp hp sources were relatively common and this meant they didn’t benefit folks.</li> <li data-xf-list-type="ul">The renewing benefit only helps if you get attacked so back line characters saw less benefit than the frontline tank.</li> <li data-xf-list-type="ul">I found that at lower levels it didn’t have a huge impact and at higher levels the radius 30’ meant allies weren’t always in the reach.</li> <li data-xf-list-type="ul">Intelligent foes would target the cleric with spells or reducing to 0 hp to incapacitate and end the effect.</li> </ul><p></p><p>The other powers weren’t an issue at all. Darkvision is a circumstantial benefit. The other benefits were rarely used. Our group has always found clerics in 2014 to be a bit meh. So this ability for us just redressed the balance. That said the player is a pretty reasonable guy who does spam the most power spells. He spent a lot of time protecting the rest of the party and letting them excel and shine.</p><p></p><p>In short it depends on your group style, party mix, and DMs adventure structure. I’m pretty ban-happy (rope trick, tiny hut, lucky feat, silvery barbs etc) but I don’t feel the need to ban or modify this. Might feel differently in different circumstances.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9621368, member: 6879661"] I DM’d Age of Worms for levels 1-20 over about 2 years. We had a Twilight Cleric, a Paladin, A Transmuter and a Rogue. Some things we experienced. [LIST] [*]It was good but not game breaking [*]The action to activate meant it wasn’t always used and if it did it took up a round [*]Temp hp sources were relatively common and this meant they didn’t benefit folks. [*]The renewing benefit only helps if you get attacked so back line characters saw less benefit than the frontline tank. [*]I found that at lower levels it didn’t have a huge impact and at higher levels the radius 30’ meant allies weren’t always in the reach. [*]Intelligent foes would target the cleric with spells or reducing to 0 hp to incapacitate and end the effect. [/LIST] The other powers weren’t an issue at all. Darkvision is a circumstantial benefit. The other benefits were rarely used. Our group has always found clerics in 2014 to be a bit meh. So this ability for us just redressed the balance. That said the player is a pretty reasonable guy who does spam the most power spells. He spent a lot of time protecting the rest of the party and letting them excel and shine. In short it depends on your group style, party mix, and DMs adventure structure. I’m pretty ban-happy (rope trick, tiny hut, lucky feat, silvery barbs etc) but I don’t feel the need to ban or modify this. Might feel differently in different circumstances. [/QUOTE]
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What is the Deal with the Twilight Cleric?
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