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4E tidbits from WotC blogs (Updated:David Noonan on Social Interactions)
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<blockquote data-quote="Grog" data-source="post: 3712816" data-attributes="member: 6183"><p>There are several problems with this. First, not all campaigns have Magic Marts where you can just "trade in" your old wand for a better model. Second, this assumes that the party can resupply whenever they want to - which isn't always the case. Extended dungeon and/or wilderness treks are common staples in D&D. Third, if the character using the wand fails the UMD check (which can easily happen at low levels, or even mid-high levels if it's a cross-class skill for the one using it), that means no healing at all that round, and if it happens just a couple of times, it probably means a dead front-line warrior pretty quickly. Fourth, the second an intelligent enemy decides to sunder that wand (which is trivially easy at all but the lowest levels), you're <em>really</em> screwed.</p><p></p><p></p><p></p><p>No, I understand the strategy just fine, thanks. It's just not a particularly effective substitute for having a primary healer in your party. Not only is it less effective from a pure numbers standpoint, it also offers much less flexibility (if you're fighting a lot of monsters which inflict disease, for example, a party with a cleric can keep going, while your party will have to make a long trek back to town to buy more potions after the first day - assuming they even can).</p><p></p><p>And also, while the rogue in your party is just fine outside of combat, in combat he's basically just a poor man's cleric - which doesn't sound like a particularly fun role to play.</p></blockquote><p></p>
[QUOTE="Grog, post: 3712816, member: 6183"] There are several problems with this. First, not all campaigns have Magic Marts where you can just "trade in" your old wand for a better model. Second, this assumes that the party can resupply whenever they want to - which isn't always the case. Extended dungeon and/or wilderness treks are common staples in D&D. Third, if the character using the wand fails the UMD check (which can easily happen at low levels, or even mid-high levels if it's a cross-class skill for the one using it), that means no healing at all that round, and if it happens just a couple of times, it probably means a dead front-line warrior pretty quickly. Fourth, the second an intelligent enemy decides to sunder that wand (which is trivially easy at all but the lowest levels), you're [i]really[/i] screwed. No, I understand the strategy just fine, thanks. It's just not a particularly effective substitute for having a primary healer in your party. Not only is it less effective from a pure numbers standpoint, it also offers much less flexibility (if you're fighting a lot of monsters which inflict disease, for example, a party with a cleric can keep going, while your party will have to make a long trek back to town to buy more potions after the first day - assuming they even can). And also, while the rogue in your party is just fine outside of combat, in combat he's basically just a poor man's cleric - which doesn't sound like a particularly fun role to play. [/QUOTE]
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