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2/18/13 L&L column
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<blockquote data-quote="I'm A Banana" data-source="post: 6090563" data-attributes="member: 2067"><p>I think we're at least getting closer to the real bone of contention here, because this sounds pretty much like "I think clerics should be more powerful than other classes" to me. That a cleric -- and a cleric alone -- makes the game harder to die in, and thus easier to play. Without this feature of turning a risky adventuring day into something without as much risk, it's not fun to play a cleric. Unless a party with a cleric is outright <em>better than</em> (rather than just different from) a party without one, the cleric isn't worth playing.</p><p></p><p>Which means that the cleric carries more weight and importance than any other class in the game. Play a barbarian instead of a fighter, or a bard instead of a rogue? Sure. Play a druid instead of a cleric? NEVER. You play a druid AND a cleric. Because the cleric makes the party better. </p><p></p><p>I should note that I don't think this is wrong, per se. It's a fine way to play. I just question the wisdom of making that the assumed baseline mode of play. </p><p></p><p>I should also note that I may be misunderstanding your intent there. I'm certainly not trying to put words into your mouth. I'd just note that changing the duration of adventuring days almost by definition makes the party more powerful (they're able to have more encounters, fight more things, get more XP, gain levels faster, etc.). </p><p></p><p></p><p></p><p>Sure, but I think you may be misunderstanding the goal of this. The goal is not to deprive players of the fun of buffing and healing the party. The goal is to ensure that the buffs and heals that the cleric is capable of aren't considered necessary to get a "full adventuring day" in. If no one in the party chooses to play a cleric, that shouldn't be a problem. If someone WANTS to play the support unit, they should be able to, and get the fun of buffing and healing the party, but if nobody wants to do that, the game should run differently, but not <em>worse</em>.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6090563, member: 2067"] I think we're at least getting closer to the real bone of contention here, because this sounds pretty much like "I think clerics should be more powerful than other classes" to me. That a cleric -- and a cleric alone -- makes the game harder to die in, and thus easier to play. Without this feature of turning a risky adventuring day into something without as much risk, it's not fun to play a cleric. Unless a party with a cleric is outright [I]better than[/I] (rather than just different from) a party without one, the cleric isn't worth playing. Which means that the cleric carries more weight and importance than any other class in the game. Play a barbarian instead of a fighter, or a bard instead of a rogue? Sure. Play a druid instead of a cleric? NEVER. You play a druid AND a cleric. Because the cleric makes the party better. I should note that I don't think this is wrong, per se. It's a fine way to play. I just question the wisdom of making that the assumed baseline mode of play. I should also note that I may be misunderstanding your intent there. I'm certainly not trying to put words into your mouth. I'd just note that changing the duration of adventuring days almost by definition makes the party more powerful (they're able to have more encounters, fight more things, get more XP, gain levels faster, etc.). Sure, but I think you may be misunderstanding the goal of this. The goal is not to deprive players of the fun of buffing and healing the party. The goal is to ensure that the buffs and heals that the cleric is capable of aren't considered necessary to get a "full adventuring day" in. If no one in the party chooses to play a cleric, that shouldn't be a problem. If someone WANTS to play the support unit, they should be able to, and get the fun of buffing and healing the party, but if nobody wants to do that, the game should run differently, but not [I]worse[/I]. [/QUOTE]
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