Shellhead wrote:
Interesting. I'm gearing up to run a 3.5 campaign using just the core books, and none of my six players have shown interest so far in playing a cleric. One guy is now reluctantly considering it just because he feels that they will be screwed without a cleric. The rest just don't seem all that impressed with undead turning and the domain freebies. They picture themselves stuck with healing and buffing duties.
Ahaha, when we were running our cleric groups it was amazing how little healing we needed to do. It was all summon spamming, domain spells, enervation, and other horrible things. Mix that in with a decent hit die, saves and solid attack bonuses (buffed by spells!) and you have a pretty awful thing for a GM to challenge at all.
I guess if the group had taken a traditional, fantasy approach with a traditional party the class wouldn't have been so bad. With a group of boardgamers who treat D&D as a strategy game to win, it was something else. Once we hit around level 15 we could take down anything, often without lifting a finger. Just scry on our enemy, warp to it, gank away, and warp back home. When we started plans to execute unclean deities (there was a stat book for that!) the GM conceded defeat.
From a munchkin point of view, there was a fairly concrete hierarchy:
Cleric > Wizard/Sorcerer > Rogue/Bard > Useless Meatshield (anything else).
The whole game was a munchkin's wet dream, and I can't even conceive how 4th edition could make it worse. It may have even restored some sanity. I hear people complaining about it being all about miniatures and squares, but I already thought that about 3rd ed. Everything from flanking to attacks of opportunity emphasized that style of play heavily. 2nd edition (basic AD&D) was the best by far.