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Cheap, disposable wands of cure light wounds--pros & cons?
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<blockquote data-quote="Felon" data-source="post: 3060314" data-attributes="member: 8158"><p>Looking over an old 1e dungeon you might notice how pointless many of the hazards and encounters would be in 3rd edition. Take the classic spear-behind-the-door trap (q.v. Tomb of Horrors). It's a just single attack that will jump out and damage a character, and beyond a certain level the characters can probably expect to survive a direct hit. The net loss will be to burn a charge or off a wand of cure light wounds.</p><p></p><p>In previous editions, hit points and cures were both a resource that had to be rationed and protected, much like you would your own life-blood, so even a trap that didn't kill a player outright would create a tense moment when the cleric has to work his mojo. It was like a doctor performing a life-or-death surgery. And more often than not, a character would simply press on with a reduction in their hit points. </p><p></p><p>In this edition, that sort of thinking is aberrant. Hit points are expected to be replenished as soon as the healer has a minute to spare. Dealing with a vicious wound from a giant spring-loaded spear has all the tension of slapping on a band-aid. Once players become acclimated to this happening, it just becomes a pointless routine devoid of any excitement. </p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Felon, post: 3060314, member: 8158"] Looking over an old 1e dungeon you might notice how pointless many of the hazards and encounters would be in 3rd edition. Take the classic spear-behind-the-door trap (q.v. Tomb of Horrors). It's a just single attack that will jump out and damage a character, and beyond a certain level the characters can probably expect to survive a direct hit. The net loss will be to burn a charge or off a wand of cure light wounds. In previous editions, hit points and cures were both a resource that had to be rationed and protected, much like you would your own life-blood, so even a trap that didn't kill a player outright would create a tense moment when the cleric has to work his mojo. It was like a doctor performing a life-or-death surgery. And more often than not, a character would simply press on with a reduction in their hit points. In this edition, that sort of thinking is aberrant. Hit points are expected to be replenished as soon as the healer has a minute to spare. Dealing with a vicious wound from a giant spring-loaded spear has all the tension of slapping on a band-aid. Once players become acclimated to this happening, it just becomes a pointless routine devoid of any excitement. Thoughts? [/QUOTE]
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Cheap, disposable wands of cure light wounds--pros & cons?
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