So Ive been looking at the advance scheme of a clerics characteristics and it seems to me that they have no weaknesses. What do I mean by weaknesses? Frankly something that they "aren't good at" or something thats hard for them to increase. Take for example the Assassin, while they specialize in combat and agility it is hard for them to increase their strength and fellowship. And by hard I mean the simple advance costs 500 xp. All classes have some sort of weak characteristic advance from the guardsmans willpower to the tech priests agility. All of the classes save for the cleric that is.
Would I be in my right as a GM to change the advance scheme? say to make their perception and perhaps toughness "hard" to increase(ie the 500 simple advance progression)? Would this balance the class a bit better? Have any other GMs had this problem in the past? Can anyone offer any other solutions?
I read in the descriptions that they are supposed to be good fighters and just general well rounded characters, but it seems like a no brainer to me. They get paid well, have access to the same weapon talents as others do at pretty much second level, and they have the best advance scheme (along with the sororitas but they aren't allowed in my game
) Im not saying they should be gimped hardcore but it seems like they come with too many boons and not enough burdens at least mechanics wise. True a creative GM could work things out to balance it out, but coming from a pure numbers point of view, clerics are the the most superior of the core 8 classes.