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Bards and their wacky arcane cure spells.
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<blockquote data-quote="rounser" data-source="post: 1414334" data-attributes="member: 1106"><p>Then every party would need the equivalent of two wizards, to equal the current arcane and healing spell load. Which is arguably one too many wizards. And if they don't share the blasting and healing burden equally, we end up with one player bored because all he did was burn through his spells on healing the other PCs. Remember that the whole point of the cleric class from the start is that it's porkbarrelled with a ridiculous amount of martial prowess to make up for the fact that healing isn't very exciting or rewarding. If wizards take up that slack, parties with only a single wizard will end up burning through his spells with healing as a priority, with no melee ability to compensate, equalling one bored player.</p><p></p><p>This said, I agree that the cleric solution is awkward. I think a far superior solution to abolishing the cleric and handing healing to the wizard is to significantly bump up the healing capabilities of the druid and bard. This solves two problems (as I see them); it means not every party has to have a cleric in it in order to be optimal, and it boosts the usefulness of the druid and bard to a state whereby they're not playing second fiddle to the "big 4" in terms of usefulness (combat is always going to feature more than wilderness proficiency and social abilities in 9 campaigns out of 10). I suggest:</p><p></p><p><strong>1)</strong> Move the "cure" spell levels for druid and bard down to the same as the cleric. Justifications, if you need them; there's nothing more natural than healing (druid) and for your world, there's much bardic lore versed in healing...and anyway, laughter is the best medicine (bard).</p><p></p><p><strong>2)</strong> Allow spontaneous casting of healing spells, as per cleric, for druid and bard (and if playing 3.5, abolish the [IMO] silly, I'm-a-walking-zoo "summons" spontaneous casting for druid, which furthers WotC's vision of the druid with a non-optional attendant menagerie).</p></blockquote><p></p>
[QUOTE="rounser, post: 1414334, member: 1106"] Then every party would need the equivalent of two wizards, to equal the current arcane and healing spell load. Which is arguably one too many wizards. And if they don't share the blasting and healing burden equally, we end up with one player bored because all he did was burn through his spells on healing the other PCs. Remember that the whole point of the cleric class from the start is that it's porkbarrelled with a ridiculous amount of martial prowess to make up for the fact that healing isn't very exciting or rewarding. If wizards take up that slack, parties with only a single wizard will end up burning through his spells with healing as a priority, with no melee ability to compensate, equalling one bored player. This said, I agree that the cleric solution is awkward. I think a far superior solution to abolishing the cleric and handing healing to the wizard is to significantly bump up the healing capabilities of the druid and bard. This solves two problems (as I see them); it means not every party has to have a cleric in it in order to be optimal, and it boosts the usefulness of the druid and bard to a state whereby they're not playing second fiddle to the "big 4" in terms of usefulness (combat is always going to feature more than wilderness proficiency and social abilities in 9 campaigns out of 10). I suggest: [b]1)[/b] Move the "cure" spell levels for druid and bard down to the same as the cleric. Justifications, if you need them; there's nothing more natural than healing (druid) and for your world, there's much bardic lore versed in healing...and anyway, laughter is the best medicine (bard). [b]2)[/b] Allow spontaneous casting of healing spells, as per cleric, for druid and bard (and if playing 3.5, abolish the [IMO] silly, I'm-a-walking-zoo "summons" spontaneous casting for druid, which furthers WotC's vision of the druid with a non-optional attendant menagerie). [/QUOTE]
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