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Clay Golem HP Drain
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<blockquote data-quote="Remathilis" data-source="post: 6375660" data-attributes="member: 7635"><p>Three editions ago, you HAD to have someone be a Cleric* and a Thief because no other class could disarm traps or heal. Two editions ago, you could branch beyond those two classes for those roles using supplemental material (favored soul, scout, etc). One edition ago, you had a dozen leader classes (two in the PHB) and anyone with Thievery as a class skill could disarm traps. The current edition allows for five healers in the PHB and anyone with the proper background or 250 days of training can disarm traps. I consider that a giant win. </p><p></p><p>And the healer roll is a universal element of modern computer/video games. Nearly every party-based RPG allows for it, every MMO has it, and its even found in non-genre like Medics in First-Person shooters. I'll wager most new players know they need someone who can heal (or will learn quickly). </p><p></p><p>So yes, I like roles because of niche protection. If any class can heal, pick a lock, swing a sword or cast a spell, why have classes anymore? </p><p></p><p></p><p></p><p>Agreed. The medicine skill in 5e is a real shame. I'd like to see it beefed up more. Still, the healer feat and proficiency in herbalist kit does grant some access to non-magical healing. I'd love to see some of the restoration spells become rituals so that ritual caster is an option too. </p><p></p><p></p><p></p><p>The DMs job to facilitate fair challenge. If your team lacks a healer, the DM needs to step in and "deux-es-machina" a wand, scroll, or potion if he intends to use status-afflicting monsters. Or don't, but then don't whine when your PCs die. </p><p></p><p></p><p></p><p>THIS is the fundamental difference: I don't. I don't give a flying fig if my fire-mage player whines because I threw a fire-elemental at him. Anyone stupid enough to charge a clay golem without a healer deserves a permanent HP reduction. I'm not even a RBDM; but I DO think that not every encounter needs to be winnable based on your HP alone. A PC lacking a specific resource (a healer, a magic sword, a lock-picker, etc) then that group needs to find some way to compensate for it. </p><p></p><p>Smart play for me is a critical element: If I can win every fight by charging into melee and having more HP than the opponent, the game is going to go to boring mode ASAP. </p><p></p><p></p><p></p><p>Clay Golems are CR 9. That means, the earliest a group should encounter them is 9th level. Its not like they are goblin-level common nor are they meant for low-level parties. A clay golem might not be guarding a house in Sharn, but I could certainly see one in a forgotten Xen-drik tomb; the inability to heal its damage is probably the REASON it's been able to safely guard that treasure for thousand's of years. </p><p></p><p>And if you game lacks mid-level clerics, it probably lacks clay golems too (in 3e, you needed to be an 11th level priest to even make one. It was higher in AD&D) so its a self-solving problem! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I'm going to go out on a limb and say (barring optional rules) that What You See is What You Get. We know what spells each class gets. We know what skills and mundane items do. We know what the monster's write-up says. (And its the only Life-drain creature that doesn't restore permanent Hp loss on a long rest that I've seen, meaning I think its intentional). All we haven't seen is magic item use/creation. Make of that what you will. </p><p></p><p>Meanwhile, I like this guy. I can't wait to use him now.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6375660, member: 7635"] Three editions ago, you HAD to have someone be a Cleric* and a Thief because no other class could disarm traps or heal. Two editions ago, you could branch beyond those two classes for those roles using supplemental material (favored soul, scout, etc). One edition ago, you had a dozen leader classes (two in the PHB) and anyone with Thievery as a class skill could disarm traps. The current edition allows for five healers in the PHB and anyone with the proper background or 250 days of training can disarm traps. I consider that a giant win. And the healer roll is a universal element of modern computer/video games. Nearly every party-based RPG allows for it, every MMO has it, and its even found in non-genre like Medics in First-Person shooters. I'll wager most new players know they need someone who can heal (or will learn quickly). So yes, I like roles because of niche protection. If any class can heal, pick a lock, swing a sword or cast a spell, why have classes anymore? Agreed. The medicine skill in 5e is a real shame. I'd like to see it beefed up more. Still, the healer feat and proficiency in herbalist kit does grant some access to non-magical healing. I'd love to see some of the restoration spells become rituals so that ritual caster is an option too. The DMs job to facilitate fair challenge. If your team lacks a healer, the DM needs to step in and "deux-es-machina" a wand, scroll, or potion if he intends to use status-afflicting monsters. Or don't, but then don't whine when your PCs die. THIS is the fundamental difference: I don't. I don't give a flying fig if my fire-mage player whines because I threw a fire-elemental at him. Anyone stupid enough to charge a clay golem without a healer deserves a permanent HP reduction. I'm not even a RBDM; but I DO think that not every encounter needs to be winnable based on your HP alone. A PC lacking a specific resource (a healer, a magic sword, a lock-picker, etc) then that group needs to find some way to compensate for it. Smart play for me is a critical element: If I can win every fight by charging into melee and having more HP than the opponent, the game is going to go to boring mode ASAP. Clay Golems are CR 9. That means, the earliest a group should encounter them is 9th level. Its not like they are goblin-level common nor are they meant for low-level parties. A clay golem might not be guarding a house in Sharn, but I could certainly see one in a forgotten Xen-drik tomb; the inability to heal its damage is probably the REASON it's been able to safely guard that treasure for thousand's of years. And if you game lacks mid-level clerics, it probably lacks clay golems too (in 3e, you needed to be an 11th level priest to even make one. It was higher in AD&D) so its a self-solving problem! ;) I'm going to go out on a limb and say (barring optional rules) that What You See is What You Get. We know what spells each class gets. We know what skills and mundane items do. We know what the monster's write-up says. (And its the only Life-drain creature that doesn't restore permanent Hp loss on a long rest that I've seen, meaning I think its intentional). All we haven't seen is magic item use/creation. Make of that what you will. Meanwhile, I like this guy. I can't wait to use him now. [/QUOTE]
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