Update 1.6 - Channeling


General Discussion


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Um, in the Update 1.6 file, it said a thingy like this:

Page 71—In the second paragraph, in the first sentence, remove “3 plus”.

Okies two problems with this...

One) That sentence it mentions says, "For borderline cases, you and your GM determine whether other acts count as anathema."

Two) There's a paragraph about um something like two or three paragraphs down that does say that stuffs but it says, "This pool of energy allows you to cast either the heal spell (for positive energy) or the harm spell (for negative energy) a number of times per day equal to 3 plus your Charisma modifier without needing to prepare the spell in advance."

If it's talking bout the right paragraph, um, there's no such stuffs there. If it's talking about the paragraph in two, there's two thingies that make me a very sad Kerries:

One) A cleric could have zero or negative channels in a day if they have negative or zero charisma bonus.

and

Two) That's more than half of my own channels. I's not made out of stat points! I didn't see anything about spontaneous heal-swapping, so I guess my spell list is going to be like 'heal, heal, mending, heal 2nd, restoration'.

Can we have a new PDF main book please? The cross referencing is already pritty bad in the main PDF when it's ~not~ being updated by another, different PDF. t.t


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Indeed, the new Cleric has 0 channel if she has Cha10, and 4 channels if she has Cha18.
I'd have made it 1-3 at first level, but I guess that didn't fly. In either case, Trear Wounds is a thing, so that's fine.
Still needs a spell list update.


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Well this looks like the developers are trying to make pathfinder/clerics into starfinder/mystics. In starfinder anyone can heal if they have a healer's kit. Just like anyone can treat wounds. Go Figure. Why don't we just play starfinder?


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yeah I dont get it either. so pointless. with treat wounds, the channel nerf was just unfun. made no sense to me.


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The rationale for this was stated as "However, we’ve had consistent feedback that the cleric could use channel energy too many times, especially now that there’s easy out-of-combat healing with Treat Wounds, making clerics feel too powerful and mandatory.".

Um, wouldn't it be better to add moar ways of healing or reduce it's requirement (less monstery damage), if 'mandatory' is a problem?

Ediwir wrote:
Indeed, the new Cleric has 0 channel if she has Cha10, and 4 channels if she has Cha18.

I think I might have to move one of my Wis boosts to Cha then >.<

Ediwir wrote:

I'd have made it 1-3 at first level, but I guess that didn't fly. In either case, Treat Wounds is a thing, so that's fine.

Still needs a spell list update.

Yes please..Or..maybe 1 every 3 levels, or something?

Treat wounds could prolly use some work too. I was treating our ranger and it took forever - she's all range and dex and has zero con bonus...and I have expert medicine. I feel it's just tooo slow, and that maybe um every rank of medicine should add +1/level or something?

Oh, I read in another thread that take-10 isn't a thing anymore (weird!). Please don't let our DM know. I use it with Treat Wounds all the time ^.~

KATYA OF VARISIAN wrote:
Why don't we just play starfinder?

We do play Starfinder here.

If they updated it with that nifty 3-action round thingy, we would probably be ignoring the playtest entirely ^.~

ikarinokami wrote:
yeah I dont get it either. so pointless. with treat wounds, the channel nerf was just unfun. made no sense to me.

Yah! I have Heal 1 (and 2 now) with Healing Hands, and it hardly feels good enough with all of the hit points floating around now >.< I used to make up some of the difference with all of my channels, but now I only have two t.t


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Channel WAS excessive, I made no mystery of feeling that way since the playtest began. It prevented the game from having any semblance of balance, simply by placing two ghost sorcerers next to the cleric whose job was just to keep casting Heal.
Even my (much milder) complaints on 1.6 channel are more aimed at how it's still possible to have a free 4-5 casts when I'd rather stick to a max of 3 (with a better baseline for those who want to still be Clerics but not focus on Channel).


Ediwir wrote:

Channel WAS excessive, I made no mystery of feeling that way since the playtest began. It prevented the game from having any semblance of balance, simply by placing two ghost sorcerers next to the cleric whose job was just to keep casting Heal.

Even my (much milder) complaints on 1.6 channel are more aimed at how it's still possible to have a free 4-5 casts when I'd rather stick to a max of 3 (with a better baseline for those who want to still be Clerics but not focus on Channel).

4-5 extra casts definitely isn't excessive. Low level spellcasters need things to do. At higher levels heal scales more slowly than hit points, which makes at get worse and worse as a spell, but fine with increased uses of channel energy and more spell slots.

Other spellcasters should get something like it too, balancing around a linearly increasing amount of spell slots, with individual buff/debuff spells increasing in power is impossible. A pool of uses you get at low levels and reducing the growth in power from spell slots is much better for balancing spell casters with martials (that maybe what spell points were supposed to be, but most powers are way too weak to function as that).


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This is the 4-5 uses are a free baseline. Converting spell points into Channel is still in there, and it’ll push the Healing domain even further now that free numbers are down.
Basically rather than having 12+ Heals we now have 8+. It’s still a lot more than anyone else can hope to achieve, and it’s still very much better than many other Cleric opions (which need to be improved upon - that’s he other side of the issue).


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Dropping the 3+ really hoses Dwarf Clerics, I would have rather had 3 plus half your Cha Mod, instead of just ChaMod. Or some reasonable baseline so low Cha clerics aren't shut out and then slower advancement.


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It's really healthy for the game for clerics to rely on charisma. You want their to be meaningful differences in build choice. So a cleric has a choice to invest more in charisma and be more casting focused, or more in strength and have melee as an option.

Liberty's Edge

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My vote is for it to be 1+Cha so that Cha 10 Clerics have something. 3+Cha was too many, but I think just Cha is too few.

Silver Crusade

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I can see a very good reason to ask Clerics to invest in Charisma if they want more castings of their highest level heal. The Clerics I have seen locally were pretty damn martial, often using Weapon Surge and getting into melee... and with that excessive number of heal spells it is really tough to drop them.

The change was a good one, though I could likely also live with 1+CHA (minimum 1).


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So 10 minute out of combat healing is the same as 2 or 3 action in combat healing. When Demons are attacking every 2 rounds after the previous group is killed. You folks have some pretty funny math. :(


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Yes. Apparently it was too many channels, so Paladind were updated to have more than Clerics do, and also all the other Paladin stuff.

Trouble is that Clerics have no other good class features, so were reliant on channel to be useful.


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3+Cha was excessive and pushed Cleric way above the other healers.

Not sure if 0+Cha is too little until we play with it or if something like 1+Cha or something other would be best.

Sadly, I don't think we'll have an opportunity to actually playtest 1.6.

Even with a lot of positive class changes (and some quite negative ones) the general feeling of my group was more like "ehhh, they still didn't fix a lot of core problems, so why bother?" and "why did they changed X, when the problem is Y (usually for number buffs instead of mechanical changes)"

So, we'll probably just wait for the published version to see if our concerns are addressed.


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PossibleCabbage wrote:
Dropping the 3+ really hoses Dwarf Clerics, I would have rather had 3 plus half your Cha Mod, instead of just ChaMod. Or some reasonable baseline so low Cha clerics aren't shut out and then slower advancement.

maybe 1+cha(minimum 3)

That way many clerics will have 3 uses but one focused on charisma (16+) will get more out of it.


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shroudb wrote:

3+Cha was excessive and pushed Cleric way above the other healers.

Not sure if 0+Cha is too little until we play with it or if something like 1+Cha or something other would be best.

They also made changes to some of the other healers that were buffs, so they're going from both directions at the same time. That makes it very, very easy to overshoot the mark.


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3+Cha did not push Clerics over the other healers.

3+Cha + Healing Hands + Healing domain did. Which is kinda the point of taking those things (although admittedly it was vastly superior to what the other classes could do).

Otherwise you did just about as much as the old Goodberry healing.

This also shafts my 14 Cha caster cleric that was just barely keeping the party alive because I wanted to focus on non-healing feats.

And I love how they "helped" 2 handed and sword+board Clerics with the Somantic casting buff and removing Emblazon Symbol. So instead of a feat tax to 3 action channel - you have to let go of your weapon/drop your shield and get out your holy symbol, do the three action heal the next turn, and then put your symbol away and readjust your grip/pick your shield back up. But hey, no feat tax for 1-2 action channels right?


PossibleCabbage wrote:
Dropping the 3+ really hoses Dwarf Clerics, I would have rather had 3 plus half your Cha Mod, instead of just ChaMod. Or some reasonable baseline so low Cha clerics aren't shut out and then slower advancement.

Slight thread necro, but we just noticed the same problem. Low Cha clerics, especially dwarves, are nerfed out of a core class feature. Essentially now they are forced to take Cha to be mediocre (not even good) healers.

The 3+Cha to only Cha nerf was targeted for healbots but really hurt other builds. And especially dwarves with their Cha penalty.

EDIT: And Treat Wounds is a trade-off? There's no way a 10-minute skill thing offsets an in combat heal. Please reconsider.

The Exchange

If you can no longer spontaneous cast heal spells and take away a base amount of channels, you've effectively negated combat healing of a cleric. Now, the cleric has to take heal spells if they are the only healer in the group, further locking in their choices. I know I'm way too late in stating this, but I'm just now getting a chance to play a cleric in this system. It is really terrible.

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