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If I eliminated the cleric class....
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<blockquote data-quote="Darklone" data-source="post: 95304" data-attributes="member: 1372"><p><strong>Well...</strong></p><p></p><p>I had a campaign where the players were not allowed to start as clerics at first. I had some first aid rules and upgraded healing as well as giving lesser healing spells to arcane casters (I never understood why they should not be able to heal in the first case... flavor? bah. That's not flavour for me).</p><p></p><p>Things I used there:</p><p></p><p>- healing for arcane casters. Not much and long casting time.</p><p>- First aid. A heal check right after combat cured some hitpoints. </p><p>- Alchemy skill and profession herbalist allowed some DC 15 healing potions. </p><p>- All healed damage was converted into subdual btw.</p><p>- If you got healed, you got half your con mod plus BAB back to show that hardy chars don't take longer to heal. For higher level spells this was multiplied with spelllevel. This upgraded healing spells, so the few sorcerers and wizzies didn't had to use all their spells for healing.</p><p></p><p>The WoT rules with healing converting into subdual damage stopped the D&D typical fighter-goes-down-fighter-is-healed-up and goes down again ... If you don't like that stand up game, use something like that.</p><p></p><p>Later in the game the players got a cleric, but the group splitted up more than once and they still survived several combats in a row without losses and healing. </p><p></p><p>Buttercup? this is the campaign with halfdwarves and no halforcs, elves, gnomes and so?</p><p></p><p>Read Old Ones halfdwarves (khazardyn)? Btw, if you do this as PBeM, gimme a call <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=":)" /></p></blockquote><p></p>
[QUOTE="Darklone, post: 95304, member: 1372"] [b]Well...[/b] I had a campaign where the players were not allowed to start as clerics at first. I had some first aid rules and upgraded healing as well as giving lesser healing spells to arcane casters (I never understood why they should not be able to heal in the first case... flavor? bah. That's not flavour for me). Things I used there: - healing for arcane casters. Not much and long casting time. - First aid. A heal check right after combat cured some hitpoints. - Alchemy skill and profession herbalist allowed some DC 15 healing potions. - All healed damage was converted into subdual btw. - If you got healed, you got half your con mod plus BAB back to show that hardy chars don't take longer to heal. For higher level spells this was multiplied with spelllevel. This upgraded healing spells, so the few sorcerers and wizzies didn't had to use all their spells for healing. The WoT rules with healing converting into subdual damage stopped the D&D typical fighter-goes-down-fighter-is-healed-up and goes down again ... If you don't like that stand up game, use something like that. Later in the game the players got a cleric, but the group splitted up more than once and they still survived several combats in a row without losses and healing. Buttercup? this is the campaign with halfdwarves and no halforcs, elves, gnomes and so? Read Old Ones halfdwarves (khazardyn)? Btw, if you do this as PBeM, gimme a call :) [/QUOTE]
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