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Why do 3E clerics get such good press?
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<blockquote data-quote="fuindordm" data-source="post: 2519141" data-attributes="member: 5435"><p>Whenever I hear complaints along the lines of 'my players always do the same thing', I ask whether the campaign is encouraging them to do things differently. A pure dungeon crawl campaign will always encourage the same tactics, and that can get very boring (especially over 20 levels). If you want your players to vary their repertoire, vary their goals, challenges, and environment.</p><p></p><p>If you want to be a crafty character and make lots of magic items, cleric is the way to go. Since they get every spell on their list, they can make a really wide variety of items automatically.</p><p></p><p>I'm getting a lot of variety out of my Dwarven cleric's spell list. While it's true that there are certain spells that will almost always be useful (e.g. Protection from Evil, Silence, Dispel Magic, Bestow Curse) and will see frequent use, the same is true of wizards and sorcerers (Magic Missile, Sleep, Invisibility, Dispel Magic, Fireball/LB, Fly). The fact that you see the benchmark spells used over and over does tend to make the spellcasting classes feel more generic--it's unfortunate that there are spells which are obviously better or of more general utility than all the others of the same level. But this is not a problem with Clerics, and I feel that the addition of Domains helps that a great deal.</p><p></p><p>Some useful cleric tricks that I've picked up:</p><p></p><p>*Obscuring Mist--great for closing on creatures with 10' reach without incurring an AoO.</p><p>*Heat Metal on self (ideally with a bit of fire resistance, but often you can tough it out)--walk through Web spells like a hot knife through butter.</p><p>*Make Whole--never get on a boat without it!</p><p></p><p>Cheers,</p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 2519141, member: 5435"] Whenever I hear complaints along the lines of 'my players always do the same thing', I ask whether the campaign is encouraging them to do things differently. A pure dungeon crawl campaign will always encourage the same tactics, and that can get very boring (especially over 20 levels). If you want your players to vary their repertoire, vary their goals, challenges, and environment. If you want to be a crafty character and make lots of magic items, cleric is the way to go. Since they get every spell on their list, they can make a really wide variety of items automatically. I'm getting a lot of variety out of my Dwarven cleric's spell list. While it's true that there are certain spells that will almost always be useful (e.g. Protection from Evil, Silence, Dispel Magic, Bestow Curse) and will see frequent use, the same is true of wizards and sorcerers (Magic Missile, Sleep, Invisibility, Dispel Magic, Fireball/LB, Fly). The fact that you see the benchmark spells used over and over does tend to make the spellcasting classes feel more generic--it's unfortunate that there are spells which are obviously better or of more general utility than all the others of the same level. But this is not a problem with Clerics, and I feel that the addition of Domains helps that a great deal. Some useful cleric tricks that I've picked up: *Obscuring Mist--great for closing on creatures with 10' reach without incurring an AoO. *Heat Metal on self (ideally with a bit of fire resistance, but often you can tough it out)--walk through Web spells like a hot knife through butter. *Make Whole--never get on a boat without it! Cheers, Ben [/QUOTE]
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