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Why Is the Cleric Unfun?
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<blockquote data-quote="wgreen" data-source="post: 3875931" data-attributes="member: 30892"><p>Here are my thoughts on the matter:</p><p></p><p>Before 3e, clerics had a choice when preparing spells: prepare <em>cure</em> spells, or fail to do their job properly. Players of other characters would lambast the cleric's player for not being a proper heal-bot, and, in fact, it might be that they were in the right for doing so. I'm not sure. (Before 3e, I only played 2e, and I was in high school, and was more interested in playing than analyzing play itself.)</p><p></p><p>3e made things a bit better by allowing (most PC) clerics to spontaneously convert spells into <em>cure</em> spells. But we still have the problem we had in 2e, to an extent -- now, instead of feeling pressure to <em>prepare</em> those spells, we feel pressure to refrain from casting non-curing spells, so that we can convert them to <em>cures</em> later. </p><p></p><p>I fully expect 4e to have a certain amount of siloing for a cleric's healing abilities -- that the cleric will have healing abilities fully separate from his non-healing spellcasting ability. He won't have to make the choice between casting a "fun" spell or saving it for a cure.</p><p></p><p>The extreme end of the spectrum, which we know 4e is at least poking at, is the cleric not even having to sacrifice an <em>action</em> to heal his comrades. We know he can, in 4e, in at least some circumstances, attack and heal at the same time. I'm not sure how far it will be taken, nor am I sure how far it <em>should</em> be taken. But siloing is definitely a step in the right direction, IMO.</p><p></p><p>-Will</p></blockquote><p></p>
[QUOTE="wgreen, post: 3875931, member: 30892"] Here are my thoughts on the matter: Before 3e, clerics had a choice when preparing spells: prepare [i]cure[/i] spells, or fail to do their job properly. Players of other characters would lambast the cleric's player for not being a proper heal-bot, and, in fact, it might be that they were in the right for doing so. I'm not sure. (Before 3e, I only played 2e, and I was in high school, and was more interested in playing than analyzing play itself.) 3e made things a bit better by allowing (most PC) clerics to spontaneously convert spells into [i]cure[/i] spells. But we still have the problem we had in 2e, to an extent -- now, instead of feeling pressure to [i]prepare[/i] those spells, we feel pressure to refrain from casting non-curing spells, so that we can convert them to [i]cures[/i] later. I fully expect 4e to have a certain amount of siloing for a cleric's healing abilities -- that the cleric will have healing abilities fully separate from his non-healing spellcasting ability. He won't have to make the choice between casting a "fun" spell or saving it for a cure. The extreme end of the spectrum, which we know 4e is at least poking at, is the cleric not even having to sacrifice an [i]action[/i] to heal his comrades. We know he can, in 4e, in at least some circumstances, attack and heal at the same time. I'm not sure how far it will be taken, nor am I sure how far it [i]should[/i] be taken. But siloing is definitely a step in the right direction, IMO. -Will [/QUOTE]
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Why Is the Cleric Unfun?
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