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Does D&D require healing magic? And is that a good thing?
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<blockquote data-quote="Ipissimus" data-source="post: 3442889" data-attributes="member: 41514"><p>I agree with Celebrim here for most points, but i think I have a few more to add.</p><p></p><p>RP vs. combat in my experience comes down to the people sitting around your table. If the players sit down and yell 'a'right! Let's kick some ass!', they're probably not expecting long, deep, discussions with various NPCs on the meaning of life. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> This is fine, both styles are enjoyable in different ways.</p><p></p><p>As to giving Clerics the job of medic there's a very good reason for this. Emirikol's friend got it right in some ways but came at it from the wrong direction. Healing didn't come up as something for Clerics to do, Clerics came up as a venue for healing to enter the game. It's very important, more important than any other aspect of a PC class, that the player has something to do. In DnD, fighters soak damage, Wizards deal out damage, Thieves avoid damage and Clerics fix the inevitable damage that is incurred but you see this principle in all of the other successful RPGs on the market.</p><p></p><p>White Wolf does it with VtM, Werewolf and Mage. Vampires need to feed, Werewolves deal with spirits and Mages deal with the Abyss. Promethean is the odd one out here, and one reason I'm not that fond of it is that the Created don't seem to have a core job.</p><p></p><p>Shadowrun is another good example. Riggers drive, Samurai fight, Shamans and Mages deal with magic stuff, Deckers deal with the Matrix.</p><p></p><p>Stepping into any of these roles, the player knows what they are meant to be doing, it is, in effect, a metagame hook for the player to jump in and get involved.</p><p></p><p>If you want another way of doing things, look outside DnD. Rolemaster, WoD, Palladium, Tri-Stat and a host of others do things differently and are just as good as DnD. Are they better? Better is a very subjective thing. Do they present more detailed combat and injuries? Most of them, yes. Are they more complex? Most of them, yes. Some few manage a good mix of detail vs. simplicity (Shadowrun and WoD, in my opinion).</p><p></p><p>But at the core, DnD is a game of heroics. Rules for getting your limbs cut off have no place in the core DnD game because this would make players fearful of combat. Characters represent an investment of the player's time, energy, love and lazyness (losing the old character means creating a new one... <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=";)" /> ), having them deformed and mutilated in the rare occurances that already exist in the DnD game through illness, poison and magic is bad enough already. Healing encourages players to be daring... after all, most of the problems they encounter can be fixed, even death can be fixed.</p><p></p><p>If you want to do things differently and still use DnD, Unearthed Arcana has the very cool Vitality/Wound system and armour as DR. I've used both to the general acclaim of my players, who actually find knowing when they've actually been hit vs. when they're dodging a blow or getting tired to help their suspension of disbelief. On the other hand, I've also had great success transplanting healing into other genres where healing isn't generally easy to come to (medipacks that act like clerics the PCs can carry in d20 Future were VERY successful).</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 3442889, member: 41514"] I agree with Celebrim here for most points, but i think I have a few more to add. RP vs. combat in my experience comes down to the people sitting around your table. If the players sit down and yell 'a'right! Let's kick some ass!', they're probably not expecting long, deep, discussions with various NPCs on the meaning of life. :) This is fine, both styles are enjoyable in different ways. As to giving Clerics the job of medic there's a very good reason for this. Emirikol's friend got it right in some ways but came at it from the wrong direction. Healing didn't come up as something for Clerics to do, Clerics came up as a venue for healing to enter the game. It's very important, more important than any other aspect of a PC class, that the player has something to do. In DnD, fighters soak damage, Wizards deal out damage, Thieves avoid damage and Clerics fix the inevitable damage that is incurred but you see this principle in all of the other successful RPGs on the market. White Wolf does it with VtM, Werewolf and Mage. Vampires need to feed, Werewolves deal with spirits and Mages deal with the Abyss. Promethean is the odd one out here, and one reason I'm not that fond of it is that the Created don't seem to have a core job. Shadowrun is another good example. Riggers drive, Samurai fight, Shamans and Mages deal with magic stuff, Deckers deal with the Matrix. Stepping into any of these roles, the player knows what they are meant to be doing, it is, in effect, a metagame hook for the player to jump in and get involved. If you want another way of doing things, look outside DnD. Rolemaster, WoD, Palladium, Tri-Stat and a host of others do things differently and are just as good as DnD. Are they better? Better is a very subjective thing. Do they present more detailed combat and injuries? Most of them, yes. Are they more complex? Most of them, yes. Some few manage a good mix of detail vs. simplicity (Shadowrun and WoD, in my opinion). But at the core, DnD is a game of heroics. Rules for getting your limbs cut off have no place in the core DnD game because this would make players fearful of combat. Characters represent an investment of the player's time, energy, love and lazyness (losing the old character means creating a new one... ;) ), having them deformed and mutilated in the rare occurances that already exist in the DnD game through illness, poison and magic is bad enough already. Healing encourages players to be daring... after all, most of the problems they encounter can be fixed, even death can be fixed. If you want to do things differently and still use DnD, Unearthed Arcana has the very cool Vitality/Wound system and armour as DR. I've used both to the general acclaim of my players, who actually find knowing when they've actually been hit vs. when they're dodging a blow or getting tired to help their suspension of disbelief. On the other hand, I've also had great success transplanting healing into other genres where healing isn't generally easy to come to (medipacks that act like clerics the PCs can carry in d20 Future were VERY successful). [/QUOTE]
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