![]() ![]() In my experience, most clerics I've played with were so intimidated by the huge number of spells available that they found their one spell list and stuck with it. Until that system mastery is intentionally inculcated, players will have a hard time judging and achieving capability and power level. While yes, given a functionally memorised SRD and Spell Compendium, the Cleric (and druid) are astonishingly capable characters. Your milage, with a new group, will almost certainly not correspond with the theoretical and practical optimisation discussions online. As this is a well known domain with no innovation, the level of capability required for discourse is quite high. The literature available online has a significant system mastery bias: in order to contribute to the literature and have that contribution noted the poster must demonstrate capabilities. Few of the players I've gamed with were fast enough on their feet to swap out spell lists in reaction to their environment in this sort of game. Furthermore, most 3.5 games I've played in have significant plot pressure combined with (what amounts to) in media res openings. Unfortunately, I've played with few clerics willing to do the out of game prep for more than a single level of spells (especially with the need to establish multiple contingent spell lists for situations your DM specialises in). Clerics and druids, because they have all spells available can solve most any problem given sufficient in-game prep time and out-of-game research time. As such, they were heal-batteries with little care for the, quite literally, hundreds of possible spell combinations that they could have. Now, to be clear, most clerics I've seen played were forced onto the players playing them. ![]() However, it is the especial purview of pure spellcasters who have their spell lists well internalised and understood who can solve an astonishingly large number of problems with "I've got a spell for that." Most any class will reward player creativity, to a point carefully delineated (implicitly or explicitly) by the DM. When I've played, both when I've started playing and up to the time I stopped bothering with 3.5, I observed some people having more success at the game due to both more creativity and more options. For the expert player, certain patterns in the rules make anything possible. Some classes reward system mastery more than others. ![]() Setting aside the tier system as it is well articulated in other answers, I'll draw from my personal experiences. ![]()
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