DeathQuaker
2009-06-12, 08:05 AM
I know not everyone here is interested in Pathfinder, so if you don't like it, that's fine. You don't have to read this.
For those of you who are interested, they've put up a preview of their iconic cleric (the latest in a line of previews), created with the FINAL, not beta rules here:
http://paizo.com/paizo/blog/v5748dyo5lacj
Summary of changes and my thoughts on them:
- Change to Domains -- they've gone back to a "special ability + gain spells every level" paradigm. While this eliminates the more unique nature of BETA's domains with various Su and Sp abilities (making domains feel more like innate powers), this brings back way more backwards compatibility and is simpler to track. It looks like your special ability may improve as you get higher in level, which is a good thing--I like innate abilities that improve as you get more powerful.
- Channel Energy tweaked so it either damages undead OR heals living creatures in a radius (I think this was to make the ability less abusable). A Turn Undead feat allows you to spend a Channel Energy attempt to scare undead away.
- Casting on the Defensive notably changed -- it is now a "concentration" (in name only) check at 1d20+Caster Level+Spellcasting Ability Modifier (so for Clerics, 1d20+CL+Wis Bonus), at a DC of 15 + DOUBLE the spell's level. They have intentionally made casting on the defensive more difficult to do, with the intention of making some spellcasting tricks less abusable.
This particular change seems controversial (if you read the thread in their message boards on it), but I personally like it. It reminds me of 2nd Ed AD&D where if someone was able to attack you while you were in the middle of casting, your spell fizzled, forcing spellcasters to stay out of combat range (and thus helping give meleers their own place to shine). There were problems with this idea, but it did certainly help curtail the absolute power casters tend to have at high levels. The original AOO-while-casting-in-reach was meant to reflect/continue this concept, but it was always waaaay too easy to overcome. This makes casting in combat way more difficult, but still gives you a chance to defend yourself.
And at least it still takes Constitution out of the equation.
- Some spell changes: Death Ward is now a bonus to saves, not blanket protection; Divine Power still gives notable melee boosts but doesn't instantly make a cleric exceed a fighter's capabilities with one spell). Remove Curse requires a Caster Level check to succeed (not sure if I like this).
Any thoughts? If you don't like the changes, how would you have done it instead?
For those of you who are interested, they've put up a preview of their iconic cleric (the latest in a line of previews), created with the FINAL, not beta rules here:
http://paizo.com/paizo/blog/v5748dyo5lacj
Summary of changes and my thoughts on them:
- Change to Domains -- they've gone back to a "special ability + gain spells every level" paradigm. While this eliminates the more unique nature of BETA's domains with various Su and Sp abilities (making domains feel more like innate powers), this brings back way more backwards compatibility and is simpler to track. It looks like your special ability may improve as you get higher in level, which is a good thing--I like innate abilities that improve as you get more powerful.
- Channel Energy tweaked so it either damages undead OR heals living creatures in a radius (I think this was to make the ability less abusable). A Turn Undead feat allows you to spend a Channel Energy attempt to scare undead away.
- Casting on the Defensive notably changed -- it is now a "concentration" (in name only) check at 1d20+Caster Level+Spellcasting Ability Modifier (so for Clerics, 1d20+CL+Wis Bonus), at a DC of 15 + DOUBLE the spell's level. They have intentionally made casting on the defensive more difficult to do, with the intention of making some spellcasting tricks less abusable.
This particular change seems controversial (if you read the thread in their message boards on it), but I personally like it. It reminds me of 2nd Ed AD&D where if someone was able to attack you while you were in the middle of casting, your spell fizzled, forcing spellcasters to stay out of combat range (and thus helping give meleers their own place to shine). There were problems with this idea, but it did certainly help curtail the absolute power casters tend to have at high levels. The original AOO-while-casting-in-reach was meant to reflect/continue this concept, but it was always waaaay too easy to overcome. This makes casting in combat way more difficult, but still gives you a chance to defend yourself.
And at least it still takes Constitution out of the equation.
- Some spell changes: Death Ward is now a bonus to saves, not blanket protection; Divine Power still gives notable melee boosts but doesn't instantly make a cleric exceed a fighter's capabilities with one spell). Remove Curse requires a Caster Level check to succeed (not sure if I like this).
Any thoughts? If you don't like the changes, how would you have done it instead?