The cleric seems hugely overpowered?


Rules Questions and Gameplay Discussion


I've played a few times now solo and had little success with the rogue and ranger class. However, when I played with the cleric I smashed through the scenarios. The ability to heal each turn instead of having a free exploration seems like a massive imbalance compared to the other characters. Am I missing something?


Are you remembering that you have to have a card with the Divine trait to do your healing? And that you have to discard that card after you finish? Those would be the only things I could see that you might be "missing" since you already mentioned sacrificing your free exploration. Personally, I think that's a pretty hefty cost for the healing power. I thought that having to sacrificing your free exploration AND discarding a card was a little too much of a cost in the playtest, but I can see how even as is, it can be very valuable in a solo game.

Having said that, I think the number of players does affect how powerful the ability can be. In a solo game, like how you're playing, it can be very powerful because you don't have to worry about healing other characters and you are the only character "wasting" an exploration. The free exploration can be a much more valuable commodity for a larger game (like my group of 6 players).


Ah yes, that makes sense, I forgot about having to heal other characters. I wasn't forgetting the other sacrifices but I still think that in a solo game, that power makes it significantly easier as a cleric than as any other character. You can just miss a couple of goes and nearly heal up completely! Plus, you have the cure spell as well from the beginning!


I don't think the game was balanced around a single character soloing the missions, though they gave the option.

A turn is forever in the 1-3 person game, but 4-6 you really need to maximize each turn, thus that sacrificed explore is actually a significant sacrifice.


Keep in mind, you've only played the very early scenarios. Things get harder as you progress, particularly for solo characters.


Pathfinder Adventure, Adventure Path Subscriber

Yeah, we don't usually bring Kyra along in the 6 character games. Since each character only gets 5 turns it is rare that more than 1 or 2 need healing in a game, and in that case it seems better to do that using a spell on Lem or Seelah, than have Kyra waste an explore (and often a blessing to the discard).

Of the characters that I have tried solo, she was the easiest though and I found it a very strong ability in 2 and 3 player games.


Quote:
Keep in mind, you've only played the very early scenarios.

yeah because inquisitor kyra => when you use a sarenrae blessing shuffle it into your deck []put it on the top of your deck. is clearly not too strong.

Wait someone says me something in my headset...

Joke aside, she is a beast in late game.

till you touch your blessing you keep touching them again and again and again.

1. raise your handcap => mark this ability
2.????
3.profit !


Vesuvean wrote:
Quote:
Keep in mind, you've only played the very early scenarios.

yeah because inquisitor kyra => when you use a sarenrae blessing shuffle it into your deck []put it on the top of your deck. is clearly not too strong.

Wait someone says me something in my headset...

Joke aside, she is a beast in late game.

till you touch your blessing you keep touching them again and again and again.

1. raise your handcap => mark this ability
2.????
3.profit !

This ability does get pretty nonsensical.

But as a solo character it won't save her. When later on monsters, barriers, henchemen and villains start making you bury cards...

The solo character game falls apart quickly, as the effects aren't spread on a few characters, just one burying cards.

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