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Wizards vs. Clerics
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<blockquote data-quote="Numion" data-source="post: 585099" data-attributes="member: 124"><p>Well, the fighter has used all his class-powers to get there too, why shouldn't the cleric? Kidding aside, the cleric doesn't have to use all his powers to buffing; after all he has more spell slots than a wizard of equal level. Most of the important buffs last 1 hour / level or 10 min / level. That's enough for a single foray into a dungeon or whatnot. The cleric really doesn't need to use slots for healing, since a single CLW wand can cure around 275 points of damage on the average. All I'm saying that if the cleric doesn't surpass fighter of equal level in ass-kicking, he's at least damn close. That and full clerical casting means power. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Some clerical death spells are better than wizards. I'm sure any wizard would want fire storm or destruction in their arsenal. Blade barrier is also quite useful. </p><p></p><p></p><p></p><p>It looks good on paper, but in play it absolutely, positively kicks ass. They can be played just like you described: healing and helping the party. My players found that type of play boring. So they made clerics into sort of holy warriors, and it worked well. Protective magics make them very hard to kill, and buffs make the strong in the melee. There's room left for utility (spells), so that they won't feel useless in non-combat environment. (Actually, with their strong clerical spells they seem to sometimes dominate even in city environments.)</p></blockquote><p></p>
[QUOTE="Numion, post: 585099, member: 124"] Well, the fighter has used all his class-powers to get there too, why shouldn't the cleric? Kidding aside, the cleric doesn't have to use all his powers to buffing; after all he has more spell slots than a wizard of equal level. Most of the important buffs last 1 hour / level or 10 min / level. That's enough for a single foray into a dungeon or whatnot. The cleric really doesn't need to use slots for healing, since a single CLW wand can cure around 275 points of damage on the average. All I'm saying that if the cleric doesn't surpass fighter of equal level in ass-kicking, he's at least damn close. That and full clerical casting means power. ;) [B][/B] Some clerical death spells are better than wizards. I'm sure any wizard would want fire storm or destruction in their arsenal. Blade barrier is also quite useful. [B][/B] It looks good on paper, but in play it absolutely, positively kicks ass. They can be played just like you described: healing and helping the party. My players found that type of play boring. So they made clerics into sort of holy warriors, and it worked well. Protective magics make them very hard to kill, and buffs make the strong in the melee. There's room left for utility (spells), so that they won't feel useless in non-combat environment. (Actually, with their strong clerical spells they seem to sometimes dominate even in city environments.) [/QUOTE]
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