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<blockquote data-quote="James Gasik" data-source="post: 8691515" data-attributes="member: 6877472"><p>When a good chunk of your spell list consists of vital "stop sucking/stop dying" spells, and the interesting and fun spells are fewer and farther between, and you're a character most enemies would like to destroy, some considerations need to be made, I feel.</p><p></p><p>I never had a problem with Clerics having 2nd tier fighting abilities and high AC- you don't want to give them many combat spells, then sure, let them thwack something with a mace when they're trying to conserve resources. Don't want to give them ranged heals, give them armor to survive being at the front lines.</p><p></p><p>But it was still a chore to have all your first level spell slots be "cure light wounds" because otherwise the game grinds to a swift halt after a fight or two. So I didn't mind the Specialty Priest power up at first, but it did get a little ridiculous when you could play a Cleric who gets exceptional Strength or extra attacks on top of spells and granted powers, while not even being multiclassed!</p><p></p><p>And yeah, 3e went a similar route, by having Domains (which I thought were a swell idea) granting powerful Wizard spells and cool granted powers.</p><p></p><p>It took me awhile to realize what the problem actually was- the game was married to this concept of the front line battle medic as the premier healing class, when there were other ways to do things.</p><p></p><p>(I was perfectly happy in 4e to play a "laser cleric", healing and blasting from the back row, though it still felt a little weird that I was allowed to have thick armor while doing it.)</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8691515, member: 6877472"] When a good chunk of your spell list consists of vital "stop sucking/stop dying" spells, and the interesting and fun spells are fewer and farther between, and you're a character most enemies would like to destroy, some considerations need to be made, I feel. I never had a problem with Clerics having 2nd tier fighting abilities and high AC- you don't want to give them many combat spells, then sure, let them thwack something with a mace when they're trying to conserve resources. Don't want to give them ranged heals, give them armor to survive being at the front lines. But it was still a chore to have all your first level spell slots be "cure light wounds" because otherwise the game grinds to a swift halt after a fight or two. So I didn't mind the Specialty Priest power up at first, but it did get a little ridiculous when you could play a Cleric who gets exceptional Strength or extra attacks on top of spells and granted powers, while not even being multiclassed! And yeah, 3e went a similar route, by having Domains (which I thought were a swell idea) granting powerful Wizard spells and cool granted powers. It took me awhile to realize what the problem actually was- the game was married to this concept of the front line battle medic as the premier healing class, when there were other ways to do things. (I was perfectly happy in 4e to play a "laser cleric", healing and blasting from the back row, though it still felt a little weird that I was allowed to have thick armor while doing it.) [/QUOTE]
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