Talk:Organic (3.5e Cleric Domain)

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Ratings[edit]

RatedOppose.png Eiji-kun opposes this article and rated it 0 of 4.
....and if you though armory's full BAB was bad, all good saves time is here to make a mockery of balance.

That Granted Power

...organic, cool. Probably going to have a bunch of biology themed spells. Bio. Zone of Vigor. Create Life, good good. I bet the granted power is something like "Bioenergy" or "You get healing" or...

...huh.

Wat. Saving throws, what? Why? That's not even... -- Eiji-kun (talk) 06:23, 7 August 2013 (UTC)

I think what was going through my head was "security against save-or-die effects"... --Luigifan18 (talk) 18:59, 9 September 2013 (UTC)
Late to reply, but A) It doesn't make very much sense and B) Its really too strong for a power. Domain powers are akin to a feat usually. If All Good Saves comparable in any way to +2 on one save? Or even any of the stronger variants floating about? -- Eiji-kun (talk) 09:34, 26 February 2014 (UTC)
Besides save-or-die effects usually target Fort or Will, which are already good on the Cleric. --Dragonexx (talk) 19:32, 2 June 2014 (UTC)
Me again, had a thought. How about instead, you get something like fast healing equal to half your cleric level? --Dragonexx (talk) 05:52, 25 July 2014 (UTC)
Fast healing?!? That sounds like a bit much for a domain power... eh, actually, maybe not, a domain power is basically another class feature, and there are classes out there packing fast healing (like the time walker). I dunno if I'll change this, though. I kinda like the idea of better saving throws. And to answer Eiji's question, +2 doesn't scale. A better base saving throw does. Besides, everybody gets precisely that after level 20 anyways. --Luigifan18 (talk) 23:26, 26 September 2015 (UTC)
You can do fast healing, if it's conditional, to prevent easy dips. Remember, fast healing 1 is infinite healing, and then it's not much that better until your fast healing is high enough to matter in combat, usually around fast healing 5. Here's one: When you cast a spell (or more limited, a domain spell, or a healing spell) you gain fast healing equal to the spell level used, for round/level. Either fast healing for you, or for one target of your spell.
This is actually a pre-existing feat too I think, so this fits nicely in with the approximate power level of domain abilities anyway.
Thus you are encouraged to heal, and more importantly this makes sense that an organic domain would involve repairing organic things. -- Eiji-kun (talk) 23:29, 26 September 2015 (UTC)
The idea is decent, but I find that fast healing of finite duration kinda defeats the point of fast healing. If you're going to get fast healing 1 for 1 minute, it's much simpler (and less dangerous) to just recover 10 hit points and get it over with.
Also, I set up the "only in your domain-granting class" clause precisely to avoid class-dipping cheesiness. The domain power only improves your base saving throws through the class you get the domain through. You can't just dip into cleric and get all good base saving throws for levels in any class, period. --Luigifan18 (talk) 01:02, 28 September 2015 (UTC)
There is a huge difference between getting 10 HP all at once and getting it over the course of several rounds. Huge. Suppose I start with 5 HP out of a maximum 15, and I'm receiving 1d6 damage per round. If I heal 10 HP flat out in round 1, I will survive for 4.3 rounds on average, with a guarantee of surviving two rounds at least. If I heal 2 HP per round for the first five rounds, then I will survive 3.3 rounds on average, with a guarantee of surviving one round. So on average, in that situation, instantly healing 10 is worth about 30% more than an equivalent duration of FH 2. --DanielDraco (talk) 10:09, 28 September 2015 (UTC)
To add to what DD said, other differences are action costs (fast healing needs no constant maintenance). That said, if it bothers you "when you cast spell, heal X" works fine too. -- Eiji-kun (talk) 13:06, 28 September 2015 (UTC)