This is annoying, because archetypally speaking, this combination should be synergistic. The game should reflect that, but it doesn't, unfortunately.The character who needs the most added help in my campaign is a ranger/druid...
Ogre Mage said:
heh, it's a pretty even split in our games. My DM doesn't let us get off easy like that, where you only need to worry about healing after a battle.
Shard O'Glase said:
Actually in the DMG when they talk about cities they have a chart that says what items of GP value X and under can be found in towns depending on their size. At the metropois level its any item 200,000GP or under, once your past a thorp potions of healing will be normally accessible. Now obviosuly these are jsut guidleine and you could easily detail a town of 2000 or so that has only one church who dosn't sell ehaling potions, or who a town that doens't sell magic at all for whatever reason.
But the general guidleines do make wands and potions very easy to come by. So much so that if your following the general guidleines I woudln't waste a feat on brew potions since there just to dang cheap.
Shard O'Glase said:
Is 18-20hp really going to save the day for your fighter
RigaMortus2 said:
I know this, but the point is that they are guidelines. If you do not follow them, it doesn't mean you are playing "incorrectly". There is no "standard DnD world" which defines that you MUST have cure wands in towns with X population.
Also, the DMG gives you GP vaules of magic items found there. That doesn't necessarily mean it has to be a healing potion or wand.
So basically the only person at fault for making cure wands readily avalable and common to get is the DM.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.