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Clay Golem HP Drain
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<blockquote data-quote="Remathilis" data-source="post: 6375538" data-attributes="member: 7635"><p>Five out of twelve classes can remove common afflictions (lesser restoration). That's nearly half the PHB. A quarter of them can remove greater afflictions. That's fine. I don't see a need to give fighter's cure disease or rogue's remove poison. </p><p></p><p>And yeah, magic items are a fine way of threading that needle (I imagine potions and scrolls will be great treasure to hand out when necessary.)</p><p></p><p></p><p></p><p></p><p>*Shrug* When one of them dies from permanent HP drain, he can roll up a healer. Either they conform to your "I will use whatever monster I want" playstyle or you conform to their "I will play whatever I want, damn the roles!" playstyle. </p><p></p><p>Or maybe if they encounter said golem, they realize that thing can seriously [mess] them up and they don't engage the dang thing in melee! Lure it into an ambush, use ranged spells and attacks, push it down a pit, or trap it behind a door and push a boulder in front of it. Maybe if they realize they can't heal poison, disease of permanent hp drain, they will find different tactics other than "CHARGE!"</p><p></p><p></p><p></p><p>Again, are you going to compromise your world-building and have mid-level priests available to sell you a restoration for gold in the interest of saving time, are you going to compromise your story to keep the verisimilitude of not having easy access to healing, or are you going to compromise your options in monsters to keep the game running smoothly between those first two parameters? Pick the lesser of three evils.</p><p></p><p>But leave those options for DMs like me who want them. I don't want PCs sauntering up to any old mummy, golem or ooze and expecting they can win purely because those monsters can't do lasting harm.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6375538, member: 7635"] Five out of twelve classes can remove common afflictions (lesser restoration). That's nearly half the PHB. A quarter of them can remove greater afflictions. That's fine. I don't see a need to give fighter's cure disease or rogue's remove poison. And yeah, magic items are a fine way of threading that needle (I imagine potions and scrolls will be great treasure to hand out when necessary.) *Shrug* When one of them dies from permanent HP drain, he can roll up a healer. Either they conform to your "I will use whatever monster I want" playstyle or you conform to their "I will play whatever I want, damn the roles!" playstyle. Or maybe if they encounter said golem, they realize that thing can seriously [mess] them up and they don't engage the dang thing in melee! Lure it into an ambush, use ranged spells and attacks, push it down a pit, or trap it behind a door and push a boulder in front of it. Maybe if they realize they can't heal poison, disease of permanent hp drain, they will find different tactics other than "CHARGE!" Again, are you going to compromise your world-building and have mid-level priests available to sell you a restoration for gold in the interest of saving time, are you going to compromise your story to keep the verisimilitude of not having easy access to healing, or are you going to compromise your options in monsters to keep the game running smoothly between those first two parameters? Pick the lesser of three evils. But leave those options for DMs like me who want them. I don't want PCs sauntering up to any old mummy, golem or ooze and expecting they can win purely because those monsters can't do lasting harm. [/QUOTE]
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