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<blockquote data-quote="Tony Vargas" data-source="post: 9126500" data-attributes="member: 996"><p>[spoiler]</p><p></p><p>Seriously, you could have a Cleric in your party, and withdraw from the Dungeon (or whatever), and cycle through re-gaining and casting healing spells for a few days (worst case one week if someone was dropped to 0 under the 1e DMG 'death's door' rule), or you could spend weeks (up to 6 weeks, maximum) healing naturally.</p><p></p><p>Old-school, time-pressure was a prominent feature. The longer you left the dungeon alone, the more likely it changed on you, remaining enemies strengthening defenses, re-locating their important treasures, recruiting re-enforcement - or being displaced by more terrible monsters - or the whole thing being cleaned out by a rival party (especially if "PCs aren't special" ;P).</p><p>And, seriously, if you have a huge troupe of henchlings and hirepersons and backup PCs (for Cuthbert's sake, roll a Cleric, already), just take the objective by storm! ;D</p><p></p><p>That said, I do agree that, especially at low level (and you had to pass through low level, generally speaking), the Magic-user's d4 HD and armor proscription (and the Cleric's profound unpopularity) pushed many players in another direction, though, very often Elf Fighter/Magic-user or half-Elf Fighter/Cleric/Magic-user. 8)[/spoiler] I just can't seem to control my inner Grognard, today.</p><p></p><p></p><p>Yes, modern D&D, 3.x/PF1 & 5e anyway, elevate casters by removing restrictions (without commensurate reduction in power) and making them overly attractive, mechanically, especially the better you understand the game. And that's, like, 'overly attractive' even for a game that's meant to be Fantasy....</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9126500, member: 996"] [spoiler] Seriously, you could have a Cleric in your party, and withdraw from the Dungeon (or whatever), and cycle through re-gaining and casting healing spells for a few days (worst case one week if someone was dropped to 0 under the 1e DMG 'death's door' rule), or you could spend weeks (up to 6 weeks, maximum) healing naturally. Old-school, time-pressure was a prominent feature. The longer you left the dungeon alone, the more likely it changed on you, remaining enemies strengthening defenses, re-locating their important treasures, recruiting re-enforcement - or being displaced by more terrible monsters - or the whole thing being cleaned out by a rival party (especially if "PCs aren't special" ;P). And, seriously, if you have a huge troupe of henchlings and hirepersons and backup PCs (for Cuthbert's sake, roll a Cleric, already), just take the objective by storm! ;D That said, I do agree that, especially at low level (and you had to pass through low level, generally speaking), the Magic-user's d4 HD and armor proscription (and the Cleric's profound unpopularity) pushed many players in another direction, though, very often Elf Fighter/Magic-user or half-Elf Fighter/Cleric/Magic-user. 8)[/spoiler] I just can't seem to control my inner Grognard, today. Yes, modern D&D, 3.x/PF1 & 5e anyway, elevate casters by removing restrictions (without commensurate reduction in power) and making them overly attractive, mechanically, especially the better you understand the game. And that's, like, 'overly attractive' even for a game that's meant to be Fantasy.... [/QUOTE]
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