Hello, first post here. I actually have a few questions as to the assumptions KotC was designed and playtested under. I have a bit of a background in D&D 3E character optimization, so naturally I have to wonder how many tenets of basic char-op knowledge were taken into account when you made the game. I've bolded the real questions; everything else is just the explanation for why I'm asking.
Now then. Judging from the posts I've looked at on Clerics, it doesn't seem like many people here are aware of how strong the Cleric class really is; on tabletop, it's considered one of THE most overpowered classes in the entire game's run and is only second to the Druid in power if all playable material is limited to the core books. Keep in mind that the difference between the Cleric and the Fighter, physically speaking, is an average of 1.5 HP per level and a lower BAB progression. They use similar stat spreads - a Fighter without at least a passable Wisdom is just asking to get blinded, confused, or even controlled and used against you, and the only way to get that is through having a decent Wisdom. Clerics, on the other hand, need Wisdom to cast spells AND happen to have Will as their second good save, making them resilient against disabling spells in general. The thing is, though, that the necessity of having a higher Wisdom than the Fighter is made up in spades by level 7 and ESPECIALLY by level 9; getting your BAB maxed, +6 to your Strength, and then a +4 Size bonus to it closes the Strength and BAB gap the two will have if the Fighter's pouring everything into Strength. Really, the only edge Fighters have on Clerics are combat feats, which isn't as much of a problem for the Cleric as it might seem; on top of Domains that can get you free feats at level 1, you only really have a handful of feats that are must-haves for combatants and every single one of them is within reach of a Cleric. And then we come to the real problem; the Cleric doesn't just fight like a Fighter. Oh, no. The Cleric does all of that while being a *full spellcaster*, which is akin to bringing a working and loaded AK-47 plus kevlar to a flintlock pistol duel.
Now, not all of that applies to the game itself. KotC actually does nerf Clerics to a somewhat more reasonable level by nixing Domains, forcing spell selection, and then forcing them to use a one-handed weapon if they want to cast spells in combat, but mathematically speaking, we're still looking at a Fighter with spells and Turn Undead in place of bonus feats.
Was the game ever designed around the idea of replacing all of your Knights with Clerics?
Now, for the next question... on to Wizards. Wizards are another class that's also considered pretty hideously overpowered in tabletop D&D, but it's not because of the damage they can put out - while KotC is similar in flavor, 3.5's different save mechanics - and ESPECIALLY its different HP/level - makes the Wizard's blasting relatively less effective, as they're still working with the same damage dice they did in AD&D BUT they're hitting things that are much more resilient. A Wizard who loves to throw fireballs everywhere is the least of your troubles when it comes to balancing; it's actually a LOT easier to make them run themselves dry because they have to cast their damage spells a lot more than just one time to kill everything. The real problem with Wizards is that if you have some understanding of what your opponents' weaknesses are, you can halve the strength of nine out of ten encounters that you'll run into with the same handful of spells. Don't believe me? Throw Glitterdust at an encounter of dumb brutes and then have your beatsticks take out the ones that AREN'T blinded; a blinded enemy loses almost all of their effectiveness if they're reliant on hitting things. Or, better yet, throw Web at your average encounter, sit a fair distance away, and have every single party member pelt the enemies that are still advancing with ranged weapons. Even encounters with magic immune monsters like golems aren't a roadblock to a Wizard who knows what he's doing; Wizards actually have THE most useful party buff in the game(Haste) on top of other really, really strong single person buffs.
When you designed the game, were you aware of how strong a Wizard's battlefield control is and how much weaker a blaster Wizard is when compared to their AD&D counterparts?
I'm actually interested in seeing how someone handles a 3 Cleric(2 frontliner/1 archer) 1 Mage(buffer/controller) party. I know for a fact that a frontliner Cleric will work and an archer Cleric should work so long as you remember that Dexterity, not Wisdom, is the stat that gets you the archery feats.
By the way, thanks for getting rid of the skill system; it makes the game feel more like a polished-up oldschool AD&D game, rather than a clunky simulation of 3E's lesser points.
Sorry for the wall of text.