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D&D-ism you would sacrifice?
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<blockquote data-quote="Doug McCrae" data-source="post: 5605620" data-attributes="member: 21169"><p>In pre-4e D&D that would go to the wizard. Or, even better, the sorcerer, who killed the wizard and didn't take his stuff.</p><p></p><p>If <em>raise dead</em> is felt to be a necessary part of the game it can go to the sorcerer, and there could be a spell to turn undead. Healing also becomes a sorcerer spell. This might seem to make the sorcerer OP, but if anything it has the reverse effect as healing is often regarded as a chore. Many groups in pre-4e D&D had an NPC cleric, now that job would be done by an NPC healer specialist sorcerer.</p><p></p><p>Another option, as Delericho suggests, is everyone does their own healing. Alternatively, to preserve more of a sense of verisimilitude, have one adventure a year, Pendragon style. PCs adventure in the spring-summer and spend the rest of the year recovering from wounds.</p><p></p><p>Pushing all the cleric magic on to the wizard/sorcerer also solves the problem of specialist-priests and druids - they are sorcerers with a particular set of spells known. A sorcerer-priest of Thor might have battle, strength and weather-related spells such as <em>lightning bolt</em> and <em>bull's strength</em>. A druid is a sorcerer with <em>speak with animals</em>, <em>polymorph self</em> and <em>entangle</em>. Etc.</p><p></p><p>Really the problem with the cleric stems from the fact that D&D's classes have never been quite right. Fighting man and magic user made sense, the cleric not so much. He's a fighter/magic-user specialising in defensive magic, with Christian flavor text. True20's classes of 'fight guy', 'magic guy' and 'skill guy' make more sense.</p><p></p><p>But perhaps this is the HERO-isation of D&D. Too few classes and one starts to think about doing away with them altogether. The other way to go is to split the powers of the OD&D magic user up among many different magical specialists - healers, blasters, diviners, bards, druids - some more suited as NPCs.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5605620, member: 21169"] In pre-4e D&D that would go to the wizard. Or, even better, the sorcerer, who killed the wizard and didn't take his stuff. If [I]raise dead[/I] is felt to be a necessary part of the game it can go to the sorcerer, and there could be a spell to turn undead. Healing also becomes a sorcerer spell. This might seem to make the sorcerer OP, but if anything it has the reverse effect as healing is often regarded as a chore. Many groups in pre-4e D&D had an NPC cleric, now that job would be done by an NPC healer specialist sorcerer. Another option, as Delericho suggests, is everyone does their own healing. Alternatively, to preserve more of a sense of verisimilitude, have one adventure a year, Pendragon style. PCs adventure in the spring-summer and spend the rest of the year recovering from wounds. Pushing all the cleric magic on to the wizard/sorcerer also solves the problem of specialist-priests and druids - they are sorcerers with a particular set of spells known. A sorcerer-priest of Thor might have battle, strength and weather-related spells such as [I]lightning bolt[/I] and [I]bull's strength[/I]. A druid is a sorcerer with [I]speak with animals[/I], [I]polymorph self[/I] and [I]entangle[/I]. Etc. Really the problem with the cleric stems from the fact that D&D's classes have never been quite right. Fighting man and magic user made sense, the cleric not so much. He's a fighter/magic-user specialising in defensive magic, with Christian flavor text. True20's classes of 'fight guy', 'magic guy' and 'skill guy' make more sense. But perhaps this is the HERO-isation of D&D. Too few classes and one starts to think about doing away with them altogether. The other way to go is to split the powers of the OD&D magic user up among many different magical specialists - healers, blasters, diviners, bards, druids - some more suited as NPCs. [/QUOTE]
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