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2/18/13 L&L column
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6090061" data-attributes="member: 882"><p>I'd like to highlight an issue that will arise as a result of clerical healing, via spells, in the basic game.</p><p></p><p>Clerics get various spell slots. In order for healing to work in the basic game, I imagine we will see Cure Light, Moderate, Serious, Critical Wounds, Heal and so forth. These restore a large number of hit points. They will likely be the best pick for a given spell level. Let's say we advance to the standard game and throw in non-magical healing of some form. How will it compare to the power of the Cleric? Either it will pale in comparison (technically the hit dice in the playtest are already weaker than a Cleric in full-heal mode) or be buffed up to some sort of equality. The healing available will be included in the math behind HP and damage and the adventuring day - a Cleric in the party just increases your healing by 1/4 or 1/5. Wow, that's quite a bit right? Plus, can any mundane healing compare to Heal? You ought to prepare that my Clerical friend - it's the best spell of that level.</p><p></p><p>And so we return to a land of Clerics having to prepare heals, because they are still the most powerful option they have. Since we have a generic spell list, there can be no excuse, I'm sorry my good friend who worships the God of the Sea, healing is more important than thematic spell choices for you.</p><p></p><p>Hyperbole? Perhaps, but I find it very unlikely that the standard game will change or limit cure spells for Clerics, because they need them in the basic game. Perhaps there will be a 2E sphere system - hm but my memory of that was contriving a god who gave you at least minor access to healing, because it was so good. Perhaps you'll have the option to ban magical healing, only that then gives little scope for the specialised Cleric of a god of healing.</p><p></p><p>Damn it, I don't want all Clerics healing, and I don't want those that do swinging to 100% healing over anything else. I want it to enhance the party thematically, not create a HP battery. So many changes will be required from a basic game that has all Clerics healing very effectively that I don't think standard will support this.</p><p></p><p>Incidentally, my first ever character, as a newbie, was a Cleric I was forced to play. I wanted to be a hammer-wielding Fighter, so I got to play a less effective version of that who spent 90% of his spell preparation on healing, rather than awesome spells befitting the god of thunder, because I realised quickly that restoring 1d8 HP was superior to anything else I could do given the HP/damage paradigm of 2E. No, it didn't put me off the game, but I won't play a bloody Cleric again until they can avoid this fate.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6090061, member: 882"] I'd like to highlight an issue that will arise as a result of clerical healing, via spells, in the basic game. Clerics get various spell slots. In order for healing to work in the basic game, I imagine we will see Cure Light, Moderate, Serious, Critical Wounds, Heal and so forth. These restore a large number of hit points. They will likely be the best pick for a given spell level. Let's say we advance to the standard game and throw in non-magical healing of some form. How will it compare to the power of the Cleric? Either it will pale in comparison (technically the hit dice in the playtest are already weaker than a Cleric in full-heal mode) or be buffed up to some sort of equality. The healing available will be included in the math behind HP and damage and the adventuring day - a Cleric in the party just increases your healing by 1/4 or 1/5. Wow, that's quite a bit right? Plus, can any mundane healing compare to Heal? You ought to prepare that my Clerical friend - it's the best spell of that level. And so we return to a land of Clerics having to prepare heals, because they are still the most powerful option they have. Since we have a generic spell list, there can be no excuse, I'm sorry my good friend who worships the God of the Sea, healing is more important than thematic spell choices for you. Hyperbole? Perhaps, but I find it very unlikely that the standard game will change or limit cure spells for Clerics, because they need them in the basic game. Perhaps there will be a 2E sphere system - hm but my memory of that was contriving a god who gave you at least minor access to healing, because it was so good. Perhaps you'll have the option to ban magical healing, only that then gives little scope for the specialised Cleric of a god of healing. Damn it, I don't want all Clerics healing, and I don't want those that do swinging to 100% healing over anything else. I want it to enhance the party thematically, not create a HP battery. So many changes will be required from a basic game that has all Clerics healing very effectively that I don't think standard will support this. Incidentally, my first ever character, as a newbie, was a Cleric I was forced to play. I wanted to be a hammer-wielding Fighter, so I got to play a less effective version of that who spent 90% of his spell preparation on healing, rather than awesome spells befitting the god of thunder, because I realised quickly that restoring 1d8 HP was superior to anything else I could do given the HP/damage paradigm of 2E. No, it didn't put me off the game, but I won't play a bloody Cleric again until they can avoid this fate. [/QUOTE]
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