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2/18/13 L&L column
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<blockquote data-quote="Bedrockgames" data-source="post: 6089834" data-attributes="member: 85555"><p>It isnt just about clerics. It is about how healing and damage pacing are approached. </p><p></p><p>I am not going to play questions and answers with you because a single mechanic may seem fine on the surface, but if you are doing any of these things to eliminate the need for magical healing it has a huge impact on the game. I am not interested in rigging the game to get around issues other people claim they had in play. for me it worked perfectly fine with mundane healing taking a long time and magic healing being very quick. trying to get around that by helping classes evade damage in the first place just isnt of interest to me. My issue with what you are proposing here is you are significanty altering the baseline D&D style of play to appease some vague concern that people wont like needing to be healed by magic. </p><p> </p><p>Here is what we know: wizards of the coast says it isnt as big an issue as people think and when they have tried to rig the system to get around perceived problems concerning healing it has driven away existing players. I think they are just sensing that people who like D&D like the classic divide between mundane and magic, like the role clerics have played in the game, and see the challenge of taking damage and and needing magical healing to get back in real quick as an important part of the game. </p><p></p><p>Again, the option will be there for people who want it. I just dont buy that someone is going to pick up the game, try it out, and not play ever again because they couldn't stomach using an optional rule to fit their play style. If the option is in there with the other rules in the first players handbook, I simply do not see the issue.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6089834, member: 85555"] It isnt just about clerics. It is about how healing and damage pacing are approached. I am not going to play questions and answers with you because a single mechanic may seem fine on the surface, but if you are doing any of these things to eliminate the need for magical healing it has a huge impact on the game. I am not interested in rigging the game to get around issues other people claim they had in play. for me it worked perfectly fine with mundane healing taking a long time and magic healing being very quick. trying to get around that by helping classes evade damage in the first place just isnt of interest to me. My issue with what you are proposing here is you are significanty altering the baseline D&D style of play to appease some vague concern that people wont like needing to be healed by magic. Here is what we know: wizards of the coast says it isnt as big an issue as people think and when they have tried to rig the system to get around perceived problems concerning healing it has driven away existing players. I think they are just sensing that people who like D&D like the classic divide between mundane and magic, like the role clerics have played in the game, and see the challenge of taking damage and and needing magical healing to get back in real quick as an important part of the game. Again, the option will be there for people who want it. I just dont buy that someone is going to pick up the game, try it out, and not play ever again because they couldn't stomach using an optional rule to fit their play style. If the option is in there with the other rules in the first players handbook, I simply do not see the issue. [/QUOTE]
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