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A radicial change: removing Divine casters and others
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<blockquote data-quote="Phlebas" data-source="post: 3193461" data-attributes="member: 23810"><p>Even with reserve points, people are going to want to maximise healing - Its the obvious question, but where is healing going to come from - i only see dragon shaman as able to cast any healing spells (i think, dont have that rule book to check) and you've said they have restrictions</p><p></p><p>If you really want to do without heal spells, then you are going to have to really be careful with encounter design - i foresee the party running away lots as soon as their warrior takes any significant damage</p><p></p><p>I remember reading a while back of a cleric free system where cure spells were on the necromancy arcane list (and all wizards were specialists), which made going to the doctor an interesting experience. Certainly gives a unique flavour if the healers are also despised for necromancy, or alternatively that necromancy is an accepted part of life (like Kharnath in Eberron)</p><p></p><p>An alternative is to allow Artificiers to create cure potions and infusions and then they fulfill the cleric support role, though in a different way. Reading the campaign setting, it seems that elves are the dominant civilised race, so arcane healing would seem to make sense</p></blockquote><p></p>
[QUOTE="Phlebas, post: 3193461, member: 23810"] Even with reserve points, people are going to want to maximise healing - Its the obvious question, but where is healing going to come from - i only see dragon shaman as able to cast any healing spells (i think, dont have that rule book to check) and you've said they have restrictions If you really want to do without heal spells, then you are going to have to really be careful with encounter design - i foresee the party running away lots as soon as their warrior takes any significant damage I remember reading a while back of a cleric free system where cure spells were on the necromancy arcane list (and all wizards were specialists), which made going to the doctor an interesting experience. Certainly gives a unique flavour if the healers are also despised for necromancy, or alternatively that necromancy is an accepted part of life (like Kharnath in Eberron) An alternative is to allow Artificiers to create cure potions and infusions and then they fulfill the cleric support role, though in a different way. Reading the campaign setting, it seems that elves are the dominant civilised race, so arcane healing would seem to make sense [/QUOTE]
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A radicial change: removing Divine casters and others
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