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WHy do druids and clerics get special treatment?
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<blockquote data-quote="Sylrae" data-source="post: 5276169" data-attributes="member: 48520"><p>Hmm. not many players play a druid built for healing (I've seen players refuse to even prepare healing spells, and tell the party members to buy potions/wands - or say the most they'll do is operate the cure light wounds wands purchased by the rest of the party), and to a lesser extent, seen clerics do the same. "I worship the god of war. I don't take healing spells."</p><p>Now, I don't have a problem with either of those, in theory. You don't want to make a healer but still want to make a religious/nature type? that should be doable. </p><p></p><p>The bard and (now) the witch, also healers, the witch can actually fill the role of party healer, don't get those goodies. The witch gets full casting but a d6, and the bard gets a d8 but 2/3 casting (and virtually nothing he can do BUT buff and heal ~and perform).</p><p></p><p>I don't expect my players to build parties with healers if they don't want to, and in that case try to make healing items readily available (I don't even require the players to build parties to cover everything - one time we had 2 different builds of rogue, a noncasting ranger variant, a swashbucvkler, and a fighter. they went through a hell of alot of potions and used alot of wands. lol.)</p><p></p><p>But the explanation wasn't that of making them on an even playing field, more of bribing someone who may play the healer?</p><p></p><p>I'm seriously considering going the route of the summoner on these guys. 2/3 casting, with whatever your schtick is as something you can do better than that. The summoner can summon and planar ally up to 9th, and even has an SLA for it. The cleric should get cure/inflict/restoration stuff/etc to 9 even if the rest of the spells only go to 6, and the druid should get summon nature's ally up to 9 (and should look very similar to the summoner.) Is there a good reason ~NOT~ to perform this particular nerf? Has anyone already done a decent job of it?</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5276169, member: 48520"] Hmm. not many players play a druid built for healing (I've seen players refuse to even prepare healing spells, and tell the party members to buy potions/wands - or say the most they'll do is operate the cure light wounds wands purchased by the rest of the party), and to a lesser extent, seen clerics do the same. "I worship the god of war. I don't take healing spells." Now, I don't have a problem with either of those, in theory. You don't want to make a healer but still want to make a religious/nature type? that should be doable. The bard and (now) the witch, also healers, the witch can actually fill the role of party healer, don't get those goodies. The witch gets full casting but a d6, and the bard gets a d8 but 2/3 casting (and virtually nothing he can do BUT buff and heal ~and perform). I don't expect my players to build parties with healers if they don't want to, and in that case try to make healing items readily available (I don't even require the players to build parties to cover everything - one time we had 2 different builds of rogue, a noncasting ranger variant, a swashbucvkler, and a fighter. they went through a hell of alot of potions and used alot of wands. lol.) But the explanation wasn't that of making them on an even playing field, more of bribing someone who may play the healer? I'm seriously considering going the route of the summoner on these guys. 2/3 casting, with whatever your schtick is as something you can do better than that. The summoner can summon and planar ally up to 9th, and even has an SLA for it. The cleric should get cure/inflict/restoration stuff/etc to 9 even if the rest of the spells only go to 6, and the druid should get summon nature's ally up to 9 (and should look very similar to the summoner.) Is there a good reason ~NOT~ to perform this particular nerf? Has anyone already done a decent job of it? [/QUOTE]
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