Community

 
Jump Menu:
Post Reply
Page 1 of 4  •  1 2 3 4 Next
Switch to Forum Live View Clerics in New Playtest
5 months ago  ::  Jan 01, 2013 - 7:27PM #1
Redvers
Date Joined: Oct 15, 2011
Posts: 17
So I just ran a party through the Caves of Chaos, one of who was a Cleric character I made for a newbie. Because the party has a Fighter already, there was no need for anything like a warbringer or anything of the like in the party, so I made her a Lifegiver cleric. It turned out that being a Cleric was the strongest choice anyone could make, with Lance of Faith dealing 2d6 + WIS damage on a hit, as well as throwing Cure Minor Wounds around every turn. 

I propose first and most simply that Lance of Faith deal only 1d6 Damage, considering it is a cantrip and can be cast willy-nilly. 

Cure Minor Counds I have a more radical suggestion for. First, it should require an entire action, rather than casually saving someone from the brink of death at level 1. Instead of healing 1 HP, it might benefit from restoring 1d4 plus nothing (just a flat roll) hit points, and it cannot be cast on someone unless they have 3 or fewer HP. 

And one minor adjustment I would advise, rather than a heal spell being "Heal from Zero", an unconscious creature requires a Heal check in addition to reviving them.

Revive Check DC = 10 + (unconscious character's level) - (Unconscious characters CON modifier). The idea here being that the tougher a character the easier they are to bring back up. At the same time as they get more powerful, they become a more difficult entity to revive. Only if the DC is met will they be healed from zero. If they fail the Revive Check their negative HP can only be healed up to 0 HP, remaining unconscious. 

I understand the desire to make Clerics more inticing to play, letting them be Wizard-Clerics, Fighter-Clerics or Lazer-Clerics, I do. However, to give you an idea, the Lifegiver Cleric in the party I ran had an AC on par with our tank and was dealing more damage than him per-hit with Lance of Faith. I've loved the playtest materials we've had access to so far, but I'd have to say this version of the Cleric is a slap in the face of the Balance WotC is attempting to make with Next.

Thoughts? Am I being ridiculous?
Toronto Dungeon Master
Quick Reply
Cancel
5 months ago  ::  Jan 02, 2013 - 9:25AM #2
YouKnowTheOneGuy
Date Joined: Feb 19, 2012
Posts: 773
I haven't read your whole post, but I thought spells no longer add mod to dmg (making LofF just 2d6)?
There have been a few discussions abt cure minor wounds. It presents a problem where unconscious allies are likely to be coup de grace'd once enemies realize they can get back up. I'd rather it be replaced w/ a spell which triggers an HD for healing (4e-influenced). Clerics are kinda rad, and can break the action economy while barely trying, but their accuracy is lacking (only weakness, really).
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning."
-Mike Mearls
Quick Reply
Cancel
5 months ago  ::  Jan 02, 2013 - 12:11PM #3
Redvers
Date Joined: Oct 15, 2011
Posts: 17
Well on the note of modifiers on spell damage, this was taken from the How to Play document in the newest test package (page 16)

"Damage Rolls
Each weapon and spell notes the damage it deals, such as 1d8 or 2d6. Roll the dice, add any modifiers, and apply the damage to your target.[...] "

That says to me that a Wizard's intelligence modifier is additional damage for his ability to cast Burning Hands so well, just as a Fighter's damage is boosted with a swing of his greatsword by how burly he is.

On the note of "Heal from Zero" Revive Checks (which I mentioned above) is that it offers more use with the Heal skill which as it stands is almost useless for anyone with it when you have a Cleric to bring everyone back up to at least 1 HP.  

My big complaint is that there are so many heavily armored variants of the Cleric that make them better than fighters in most situations. Essentially a demi-god. I think this is more of an issue with how people see Clerics as a weak choice of class. This alternative of making all of these Cleric options into Wizards, Rogues or Fighters that heal isn't the answer though. It makes everyone else around the table think "Well she's doing what I'm doing but with the added bonus of keeping all of us alive. Why wouldn't I just play a Warbringer? Or a Trickster?"
 

Toronto Dungeon Master
Quick Reply
Cancel
5 months ago  ::  Jan 02, 2013 - 3:28PM #4
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,069
I hate heal from zero. Honestly I'd prefer if they just adopted the idea that if you get knocked to 0 or below HP, you're just flat out removed from that combat and can't be revived without a short rest.
Quick Reply
Cancel
5 months ago  ::  Jan 02, 2013 - 10:53PM #5
MortalPlague
Date Joined: Sep 30, 2004
Posts: 71

Jan 2, 2013 -- 12:11PM, Redvers wrote:

That says to me that a Wizard's intelligence modifier is additional damage for his ability to cast Burning Hands so well, just as a Fighter's damage is boosted with a swing of his greatsword by how burly he is.




The wording isn't the most clear, but it's definitely designed that way.  Some spells have you add a modifier.  Most don't.  It wouldn't make sense for some spells to specify if all of them gain the modifier.

Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 1:01PM #6
ogreface
Date Joined: Dec 2, 2012
Posts: 9
Just an idea. If you get -5 HP and geat healed. Let it take 5 rounds before the the player can take action, for every minus on HP it takes one round to recover,  Or let it be For every other minus dmg, you need to regain focus/skills/spells. Or even perhaps for every minus HP you have, you start with same negative modifier on skills, attack rolls as you landed, and for every round you get one less penalty. That way you can still participate partly in the combat.

The Problem is when you get lets say -15 HP, then this will be broken. But there can be a cap on this that you can only participate directly in combat if you havent got more than -10 HP and got Healed.
Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 1:20PM #7
Redvers
Date Joined: Oct 15, 2011
Posts: 17
The problem is that there's a reliance on Heal from Zero by a lot of people who have only recently gotten into the hobby (I've only been playing D&D for a year and a half, so I count myself among those people). One of the reasons I suggest a Heal check along with the Cure [BLANK] Wounds is so that there's more of a struggle than just casually willing someone back to consciousness, but as long as that Heal check is met there is some difficulty rather than a gaurantee for a Cleric.

Or conversely, the spell could activate and the unconscious person needs to attempt a "Wake Up" roll, or else only be at 0 HP. 
Toronto Dungeon Master
Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 5:27PM #8
Redvers
Date Joined: Oct 15, 2011
Posts: 17
Also, it's extremely unclear how many Spells a first level Cleric is supposed to have, and how many they're supposed to gain per level.
If it says that explicitly anywhere in the playtest documents, I haven't been able to find it. 
Toronto Dungeon Master
Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 7:08PM #9
zago
Date Joined: Oct 23, 2012
Posts: 660

Jan 3, 2013 -- 5:27PM, Redvers wrote:

Also, it's extremely unclear how many Spells a first level Cleric is supposed to have, and how many they're supposed to gain per level.
If it says that explicitly anywhere in the playtest documents, I haven't been able to find it. 





1. Spell slots, (chart on pg2 of Classes Packet 4) This tells you what you can cast a day. Level 1 can cast 2 1st level spells.

2. Prepared Spells, (2nd paragraph under Level 1: Spellcasting) you can prepare a number of spells equal to your level +1 (i.e. you will eventually prepare less spells then you have slots for, but you can cast spells you have prepared multiple times.)

3. Clerics can prepare any spell available to a cleric that they can cast (unlike a wizard who has a spell book with specific spells), a cleric can choose to prepare any spell that is in the cleric list that he has spell slots avaiable for. 

Make sense?

My mind is a deal-breaker.
Quick Reply
Cancel
5 months ago  ::  Jan 04, 2013 - 3:08PM #10
Archsun
Date Joined: Jan 4, 2013
Posts: 21

Jan 2, 2013 -- 12:11PM, Redvers wrote:

Well on the note of modifiers on spell damage, this was taken from the How to Play document in the newest test package (page 16)

"Damage Rolls
Each weapon and spell notes the damage it deals, such as 1d8 or 2d6. Roll the dice, add any modifiers, and apply the damage to your target.[...] "

That says to me that a Wizard's intelligence modifier is additional damage for his ability to cast Burning Hands so well, just as a Fighter's damage is boosted with a swing of his greatsword by how burly he is.

On the note of "Heal from Zero" Revive Checks (which I mentioned above) is that it offers more use with the Heal skill which as it stands is almost useless for anyone with it when you have a Cleric to bring everyone back up to at least 1 HP.  

My big complaint is that there are so many heavily armored variants of the Cleric that make them better than fighters in most situations. Essentially a demi-god. I think this is more of an issue with how people see Clerics as a weak choice of class. This alternative of making all of these Cleric options into Wizards, Rogues or Fighters that heal isn't the answer though. It makes everyone else around the table think "Well she's doing what I'm doing but with the added bonus of keeping all of us alive. Why wouldn't I just play a Warbringer? Or a Trickster?"
 




I have to disagree with this. When they are talking about Damage rolls here they are talking about Melee and spells so of course they mention ability scores but it's more like "If this applies" then use it.

If you look under range and melee dmg it specifically says you use your ability modifier for dmg. EVerything about spells only mentions bonues to attack(ability and magic bonus). Nothing adds to dmg. Spell dmg is specifically mentioned under the the spells description.
Lance of Faith is 2d6, firball is 6d6, Cure Light Wounds is 1d8+4


Also am I missing something. Doesn't Cure Minor Wounds already require an entire actions. There are no minor actions or anything of the sort. Casting a typical spell requires a single actions, about 6 seconds of reciting  a magical formula and completing  a set of hand motions. A few spells can be cast as reactions.

Quick Reply
Cancel
Page 1 of 4  •  1 2 3 4 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing