
Matthew Koelbl |
So, today has a preview of the Essentials Cleric, and it is interesting stuff.
Presentation
Here is the very first thing I notice - the class write-up is complete. One of the complaints about the PHB was that you needed to flip through a few places to look at exactly how to build your character - one section included the advancement chart, plus the class entry itself that covered HP, proficiencies, etc. Which probably saved a good bit of space - but definitely lost some points on user-friendliness.
In the preview? We've got a classic level advancement chart for the class. Which both provides a bit of an old-school feel, while also making it easier for newcomers to see how it all works.
There is also clearer language in the presentation. Just compare the stat blocks:
CLASS TRAITS
Role: Leader. You lead by shielding allies with your prayers, healing, and using powers that improve your allies’ attacks.
Power Source: Divine. You have been invested with the authority to wield divine power on behalf of a deity, faith, or philosophy.
Key Abilities: Wisdom, Strength, CharismaArmor Proficiencies: Cloth, leather, hide, chainmail.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Holy Symbol
Bonus to Defense: +2 Will.Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.Trained Skills: Religion. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int).Build Options: Battle Cleric, Devoted Cleric, Shielding Cleric.
Class features: Channel Divinity, Healer's Lore, Healing Word, Ritual Casting.
CLASS TRAITS
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield, heavy shield
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Holy symbols
Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int)
So, they slimmed down the class traits to just the core stuff - role, power-source and such get their own paragraphs beforehand, as they explain the class in detail. Builds and class features are detailed afterwards, or in the actual level advancement table. The stat block just has the key mechanical elements.
Meanwhile, the listing of hit points is in much plainer language - which might take up a bit more space, but I imagine will be very helpful to new players.
Finally, class skills don't have any auto-trained, just a full list, which probably avoids some minor confusion arising from seeing religion on the PHB cleric's list twice.
So, simply in terms of presentation? Several little touches that make everything cleaner and more accessible. That's pretty much what I expecting.
Mechanics
What I wasn't expecting, as much, was the mechanical changes. Of note - different bonuses to defenses, and proficiency in shields.
Now, there already exists classes whose different builds might change such things - the Monk has different defense bonuses depending on build, and the warlord has builds with different armor proficiencies.
But it usually isn't laid out in the statblock - which is when I realized the statblock wasn't under the 'Cleric' entry, but the 'Warpriest' entry. So again - taking up more space, in order to keep each entry self-sufficient.
So, going beyond the stat blocks alone, what mechanical changes do we see? No ritual casting. Instead, the cleric gets access to Holy Cleansing at level 4, and Resurrection at level 8. (Which I expect are the equivalent of rituals to remove diseases/afflictions and raise the dead.)
Perhaps more of note is that you choose a domain, and that determines most of your powers for you. How absolutely, we don't know, but it looks like At-Will and Encounter powers are tied to your domain.
Finally, on a smaller note - note that the warpriest, here, is wisdom and con-based. I suspect they will be avoiding any classes having two primary ability scores, and instead always have one primary score plus options for secondary scores.
The preview also hints that we'll see the races get the expanded ability score options many have been predicting. (So Dwarves might be +2 Con, and choice of +2 Wis or +2 Str.) We'll probably see errata at the same time to bring the PHB races up to date - I expect that's the most major change that will hit alongside Essentials.
Between the two of those, however, it should be even easier to just go with any race/class combo and feel like it works, without as much need to fret over optimization. 4E has been pretty good about this so far, but not perfect, and I'm certainly glad to see this approach in something that will be introducing people to the game.
Conclusions:
So from all of this, the class looks entirely compatible with the current rules - which is to say, I see nothing to indicate that an Essentials Cleric and a PHB Cleric, at the same table, won't seem perfectly balanced with each other.
However, it also brings into question what they mean by the class being a new 'build'. In some ways, it is - it has many of the same features of the PHB cleric, and presumably plays very similarly. However, unlike most existing builds, I don't see much room to mix and match pieces. You are either playing an Essentials Cleric, or a PHB Cleric.
That isn't a bad thing, mind you. And I suspect the use of secondary titles like 'Warpriest' are specifically there to help make this clear, and address some concerns about the confusion of multiple sources of Clerics. Instead, Jon plays a Cleric from the PHB, and his friend Jack plays a Warpriest from Essentials.
Anyway, we'll see - this certainly doesn't show us everything, and I'm still making some general assumptions about what it all means. But it is an interesting preview, and at least for me, makes Essentials seems very promising indeed.

Smerg |

I wonder if they will mine the 4e formative information they had for things like 'Emerald flame Wizard' that caused such concern when it was first announced prior to 4e being finished as a project.
The material is likely still in the design notes file so maybe they might use some of that like a Cleric's Domain to build Wizards or develop a 'Path or Form' for say a warrior.
Just a thought.

Matthew Koelbl |
The theory right now is certainly that the classes will each have a number of 'paths' or 'builds' that are a much more focused than the earlier stuff. I suspect, though, that while we may see a mix of new and old, we'll see a bit more emphasis on the classics.
For example, just like the cleric, here, chooses a domain that determines some of their powers, I suspect Wizards might choose a spell school, and other stuff that mirrors a more classic approach.
Apparently the choices aren't as locked in stone as I thought - for example, while the cleric here has 'default' domain encounters powers at levels 3 and 7, he can choose to instead take normal cleric powers if desired. So they are designed to be compatible and swappable, even if the default is more self-contained.

Blazej |

One thing that I'm looking at is that I didn't notice in the preview how many skills the Essentials Cleric has trained (along with the already mentioned bit that religion isn't listed as automatically trained).
I like that Domains are coming back into the picture. I think that they helped a bit to define clerics of different deities and it makes me hopeful for this variant.
Overall, it looks interesting.

P.H. Dungeon |

You have access to domain spells/powers in the regular 4E game if you use the divine power supplement or the character builder.
One thing that I'm looking at is that I didn't notice in the preview how many skills the Essentials Cleric has trained (along with the already mentioned bit that religion isn't listed as automatically trained).
I like that Domains are coming back into the picture. I think that they helped a bit to define clerics of different deities and it makes me hopeful for this variant.
Overall, it looks interesting.

Blazej |

You have access to domain spells/powers in the regular 4E game if you use the divine power supplement or the character builder.
Blazej wrote:One thing that I'm looking at is that I didn't notice in the preview how many skills the Essentials Cleric has trained (along with the already mentioned bit that religion isn't listed as automatically trained).
I like that Domains are coming back into the picture. I think that they helped a bit to define clerics of different deities and it makes me hopeful for this variant.
Overall, it looks interesting.
While I am still not getting Character Builder... yep, a nifty pair of feats for a number of domains. Pretty much the whole reason I bought Divine Power. The fact that domains come attached, rather than being options you might or might not get, to the Essentials Cleric just makes me happy.