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D&D-ism you would sacrifice?
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<blockquote data-quote="Lanefan" data-source="post: 5605573" data-attributes="member: 29398"><p>There'd be some knock-on effects to consider if you did this.</p><p></p><p>You'd have to rethink how (or even if) the gods would play into the game. Right now, Clerics are a fine conduit to allow deities to mess with things if so desired. Remove Clerics and that goes away. Some might like this. Others might not. Either way, it's a significant change.</p><p></p><p>Also, at all levels Clerics do something else very well beside just healing, and that's divination: Portent, Augury, Divination, Commune, etc. Where does that go?</p><p></p><p>ALast but not least: who brings back the dead, or sends them on their way; and who deals with undead?</p><p></p><p>Lan-"the main problem with Clerics is they are like the bass: easy to play, but astonishingly difficult to play well"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5605573, member: 29398"] There'd be some knock-on effects to consider if you did this. You'd have to rethink how (or even if) the gods would play into the game. Right now, Clerics are a fine conduit to allow deities to mess with things if so desired. Remove Clerics and that goes away. Some might like this. Others might not. Either way, it's a significant change. Also, at all levels Clerics do something else very well beside just healing, and that's divination: Portent, Augury, Divination, Commune, etc. Where does that go? ALast but not least: who brings back the dead, or sends them on their way; and who deals with undead? Lan-"the main problem with Clerics is they are like the bass: easy to play, but astonishingly difficult to play well"-efan [/QUOTE]
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D&D-ism you would sacrifice?
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