| cliffhanger |
In response to Marc Radle 81:
I LOVE playing clerics, and I'm usually more effective than the party's fighter in combat.
If one simply uses the spells in the core books, the cleric's "over-powered-ness" is highly dependent on the player's competence and teh situation. Since clerics have to select spells before-hand, a player must know which spells are best for what circumstances the party migth face each day. If you select dungeon-crawl spells and end up in a city, the cleric sucks.
The problem lies in the spells from all fo the splat books, which ARE over powered. Some of those things are pretty much auto-kill spells. It's GG the minute the players opens the book to the spells section. But this has a simple solution: GM's should disallow anything they think is overbalanced, and if a player starts abusing a spell, the GM should have the discretion to Nerf it mid-game and discuss it with the group.
The Cleric class was always a little boring IMO, since there were so few option you had as a player. I like the new domain powers, since it now gives me some interesting options as a PC.
My argument to those who say ANY class is overpowered remains: Is the classoverpowered, or simply an effective player?