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2/18/13 L&L column
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<blockquote data-quote="Libramarian" data-source="post: 6089176" data-attributes="member: 6688858"><p>Good point, but how about the parry maneuever? You can use that to cover your asymmetrically depleted allies.</p><p></p><p></p><p>Not as it pertains to whether or not a cleric is necessary (or 15mad issues) because if you only have a couple max HP then healing doesn't help much. It's a bit different in first level classic because monsters have like a 20-30% hit chance against good armor*, so you can mix it up a little as long as you keep your fighters in front. In subsequent levels monster "attack bonus" grows as PC HP grows, with AC remaining relatively static, gradually introducing HP resource management. I kind of like that, but it's true that there's a "sweet spot" in mid levels.</p><p></p><p>I do find that clerics are seen as necessary in AD&D but I think mostly because of how they dramatically change the party's resting healing rate (because on rest days they can load up all their slots with healing spells). I think this is an unexpected rules artifact so I houserule that healing spells can only heal you up to the number that you began the day with. I might go further and says healing spells have a cumulative -1 on each use on the same character until they hit max HP.</p><p></p><p>*I sometimes screw this up by making good armor too expensive for the starting wealth roll, which significantly increases lethality.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6089176, member: 6688858"] Good point, but how about the parry maneuever? You can use that to cover your asymmetrically depleted allies. Not as it pertains to whether or not a cleric is necessary (or 15mad issues) because if you only have a couple max HP then healing doesn't help much. It's a bit different in first level classic because monsters have like a 20-30% hit chance against good armor*, so you can mix it up a little as long as you keep your fighters in front. In subsequent levels monster "attack bonus" grows as PC HP grows, with AC remaining relatively static, gradually introducing HP resource management. I kind of like that, but it's true that there's a "sweet spot" in mid levels. I do find that clerics are seen as necessary in AD&D but I think mostly because of how they dramatically change the party's resting healing rate (because on rest days they can load up all their slots with healing spells). I think this is an unexpected rules artifact so I houserule that healing spells can only heal you up to the number that you began the day with. I might go further and says healing spells have a cumulative -1 on each use on the same character until they hit max HP. *I sometimes screw this up by making good armor too expensive for the starting wealth roll, which significantly increases lethality. [/QUOTE]
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