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Who needs the cleric class?
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<blockquote data-quote="Wraith-Hunter" data-source="post: 3307367" data-attributes="member: 48298"><p>The biggest problem with clerics is they are the default bandaids. If wiz/sorc could cast the heal spells then that would take the pressure off clerics. In games that I used to run the restoration spells and healing were universal. Clerics got nerfed to D6 added more skill points dropped heavy armor etc like lots of others suggested. Wizards and Sorcerers coul aslo cast healing spells. People who like playing a cleric liked the class and were happy that the arcane casters could pick up some of the slack with healing after battle. In standard 3e they are given a power up to make the class more appealing to players who only play for power. The real problem is limiting healing to clerics. Open it up to all and you don't <u>need </u>a cleric in the party, though they are a great boon with trun undead. People who like them will still play them and generally are happier because they are not the sole healer.</p><p></p><p>Plus nearly every book you read wizards can heal. The real problem is the D&D sacred cow that healing is soley the clerics province and as a result screws the class over. Not all players look for ultimate power. Many play a sorcerer even though they are weaker than a wizard, or a fighter etc. </p><p></p><p>The 2 games I ran with those changes still always had at least 1 cleric in them. And all in all the players were happier with the class when they were not looked at as a bandaid. It also made the sorcerer much more liked by the party. Though we had a version pretty much the same as Monte Cooks from Eldritch Might 2 but with the standard spell list. (d6 4 skill points, free enshew materials, and you got bonus feats at the same levels as wizards did). The sorc became the main healer, the wizards were good 2nd healers and the players never memorized more than a couple healing spells but always had a few scrolls of healing. All in all it added to the party cohesion.</p></blockquote><p></p>
[QUOTE="Wraith-Hunter, post: 3307367, member: 48298"] The biggest problem with clerics is they are the default bandaids. If wiz/sorc could cast the heal spells then that would take the pressure off clerics. In games that I used to run the restoration spells and healing were universal. Clerics got nerfed to D6 added more skill points dropped heavy armor etc like lots of others suggested. Wizards and Sorcerers coul aslo cast healing spells. People who like playing a cleric liked the class and were happy that the arcane casters could pick up some of the slack with healing after battle. In standard 3e they are given a power up to make the class more appealing to players who only play for power. The real problem is limiting healing to clerics. Open it up to all and you don't [U]need [/U]a cleric in the party, though they are a great boon with trun undead. People who like them will still play them and generally are happier because they are not the sole healer. Plus nearly every book you read wizards can heal. The real problem is the D&D sacred cow that healing is soley the clerics province and as a result screws the class over. Not all players look for ultimate power. Many play a sorcerer even though they are weaker than a wizard, or a fighter etc. The 2 games I ran with those changes still always had at least 1 cleric in them. And all in all the players were happier with the class when they were not looked at as a bandaid. It also made the sorcerer much more liked by the party. Though we had a version pretty much the same as Monte Cooks from Eldritch Might 2 but with the standard spell list. (d6 4 skill points, free enshew materials, and you got bonus feats at the same levels as wizards did). The sorc became the main healer, the wizards were good 2nd healers and the players never memorized more than a couple healing spells but always had a few scrolls of healing. All in all it added to the party cohesion. [/QUOTE]
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