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Cheap, disposable wands of cure light wounds--pros & cons?
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<blockquote data-quote="ThirdWizard" data-source="post: 3060385" data-attributes="member: 12037"><p>Disposable wands aren't the problem. They're a sort of patch.</p><p></p><p>In 1st edition AD&D, most damage came from the die. So, an ogre would do 1d8+2 damage or 2d6+2 damage or something like that. In 2e, this was slightly increased, but not much so. 3e highly increased monster damage by increasing the +'s given by strength much more significantly.</p><p></p><p>However, at the same time, we have the same amount of healing being done by cure spells. This is slightly offset by the ability of the cleric to spontaneously cast cure spells. As a result, a cleric can use most of his spells to heal without having to prepare them. I think this is what masks the effects of the higher damage and same healing for the most part. Now a cleric can drop all his spells for healing instead of running out like they did in earlier editions.</p><p></p><p>This means the cleric will spend more time healing for the same or less benefit as a 1st or 2nd edition cleric did, and they get to use their other spells even less often. Cure wands have basically become necessary now because if you go into a battle without full hp you are pretty much asking to die. This has built a relyance on smaller incremental healing, taken away from the cleric class, and made battles much deadlier and much shorter than they were previously.</p><p></p><p>The cleric being able to spontaneously cast cure spells is part of the problem. Because he can, balance has to take it into account. But, if he couldn't it would encourage him to prep lots of cure spells anyway, the problem experienced in prevous editions, so he would get to use the other spells anyway. It's a catch 22 on the cleric.</p><p></p><p>I like the spontaneous use of cure spells, don't get me wrong. I don't feel like it completely solves the problem, however. I've just seen so many battles go with the tank with lots of hp one round, and the monster brings him down 60 hp in one round, and the cleric has to heal, but can't get him back where he was. Then the next round the tank goes lower, and lower, while the cleric desperately tries to keep up.</p><p></p><p>In this kind of environment, you can't leave people at lower than full hp if you have the chance. Somebody is going to die if you do that. Sure, maybe not in the next battle. Or even in the battle after that. But, eventually you'll hit a hard fight where the cleric can't keep up and if they aren't fully prepared, somebody will die.</p><p></p><p>Thus, cure wands can become a necessity very quickly.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3060385, member: 12037"] Disposable wands aren't the problem. They're a sort of patch. In 1st edition AD&D, most damage came from the die. So, an ogre would do 1d8+2 damage or 2d6+2 damage or something like that. In 2e, this was slightly increased, but not much so. 3e highly increased monster damage by increasing the +'s given by strength much more significantly. However, at the same time, we have the same amount of healing being done by cure spells. This is slightly offset by the ability of the cleric to spontaneously cast cure spells. As a result, a cleric can use most of his spells to heal without having to prepare them. I think this is what masks the effects of the higher damage and same healing for the most part. Now a cleric can drop all his spells for healing instead of running out like they did in earlier editions. This means the cleric will spend more time healing for the same or less benefit as a 1st or 2nd edition cleric did, and they get to use their other spells even less often. Cure wands have basically become necessary now because if you go into a battle without full hp you are pretty much asking to die. This has built a relyance on smaller incremental healing, taken away from the cleric class, and made battles much deadlier and much shorter than they were previously. The cleric being able to spontaneously cast cure spells is part of the problem. Because he can, balance has to take it into account. But, if he couldn't it would encourage him to prep lots of cure spells anyway, the problem experienced in prevous editions, so he would get to use the other spells anyway. It's a catch 22 on the cleric. I like the spontaneous use of cure spells, don't get me wrong. I don't feel like it completely solves the problem, however. I've just seen so many battles go with the tank with lots of hp one round, and the monster brings him down 60 hp in one round, and the cleric has to heal, but can't get him back where he was. Then the next round the tank goes lower, and lower, while the cleric desperately tries to keep up. In this kind of environment, you can't leave people at lower than full hp if you have the chance. Somebody is going to die if you do that. Sure, maybe not in the next battle. Or even in the battle after that. But, eventually you'll hit a hard fight where the cleric can't keep up and if they aren't fully prepared, somebody will die. Thus, cure wands can become a necessity very quickly. [/QUOTE]
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Cheap, disposable wands of cure light wounds--pros & cons?
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