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*TTRPGs General
3 player party and no cleric, need advise
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<blockquote data-quote="Urbannen" data-source="post: 1567000" data-attributes="member: 7643"><p>These systems are described in Unearthed Arcana. Also, Star Wars uses a wound point/vitality point system. </p><p></p><p>WP/VP separates actual physical damage (WP) from the ability to avoid damage (VP). The D&D system combines the two into one HP total. The most important difference is that characters heal back their VPs in hours, not days. </p><p></p><p>I don't remember the Reserve Point system too well, but I think with that system if you take damage and don't die, you can get back Hps/level every hour after being wounded, with a limit to the number you can recuperate this way every day. Again, characters get back Hps by the hour, not the day. </p><p></p><p>With both of these damage systems, healing magic is useful and can certainly save the day. However parties without access to healing magic don't have to spend days of game time healing, with that healing being threatened by unforeseen attacks. They can take a few hours off, then get back to campaigning. This is especially helpful for high-level fighters and barbarians who presently require days and days just to get back to full fighting strength after one difficult encounter. </p><p></p><p>The D&D damage system was designed so that one of the four iconic character classes would be indispensable for a D&D party. Instead of giving players more options, the current system takes options away because someone <strong>has</strong> to play a cleric.</p><p></p><p>I personally like to play clerics, but I don't like the fact that they aren't optional.</p></blockquote><p></p>
[QUOTE="Urbannen, post: 1567000, member: 7643"] These systems are described in Unearthed Arcana. Also, Star Wars uses a wound point/vitality point system. WP/VP separates actual physical damage (WP) from the ability to avoid damage (VP). The D&D system combines the two into one HP total. The most important difference is that characters heal back their VPs in hours, not days. I don't remember the Reserve Point system too well, but I think with that system if you take damage and don't die, you can get back Hps/level every hour after being wounded, with a limit to the number you can recuperate this way every day. Again, characters get back Hps by the hour, not the day. With both of these damage systems, healing magic is useful and can certainly save the day. However parties without access to healing magic don't have to spend days of game time healing, with that healing being threatened by unforeseen attacks. They can take a few hours off, then get back to campaigning. This is especially helpful for high-level fighters and barbarians who presently require days and days just to get back to full fighting strength after one difficult encounter. The D&D damage system was designed so that one of the four iconic character classes would be indispensable for a D&D party. Instead of giving players more options, the current system takes options away because someone [b]has[/b] to play a cleric. I personally like to play clerics, but I don't like the fact that they aren't optional. [/QUOTE]
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3 player party and no cleric, need advise
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