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<blockquote data-quote="Aeric" data-source="post: 1661519" data-attributes="member: 17012"><p>It does seem sometimes that D&D is designed with a group including at least one of each of the four core classes (fighter, wizard, cleric, rogue) in mind. I usually find myself playing what the group needs, which is more often than not a cleric. This usually doesn't bother me, for I enjoy playing a "needed" character.</p><p></p><p>I think out of all the classes, the one that is most needed is the cleric. They are the only real guaranteed source of speedy healing in the game. If you're playing in a high-magic world, cure potions will be readily available, but cure potions don't magically replenish themselves the following day like a cleric's spell list does.</p><p></p><p>In my upcoming campaign, I have three warrior-types (monk, paladin, and barbarian) and a fourth who was undecided between cleric and bard. I told her to play what she wanted to play and I would adjust the game to accomodate the party. She chose the bard, and I implemented the Wounds alternate rule from Unearthed Arcana to make the game a bit more survivable. Because of a lack of a cleric in the group, healing will be slower, but it won't be impossible. The PCs will just have to adjust their strategies accordingly.</p></blockquote><p></p>
[QUOTE="Aeric, post: 1661519, member: 17012"] It does seem sometimes that D&D is designed with a group including at least one of each of the four core classes (fighter, wizard, cleric, rogue) in mind. I usually find myself playing what the group needs, which is more often than not a cleric. This usually doesn't bother me, for I enjoy playing a "needed" character. I think out of all the classes, the one that is most needed is the cleric. They are the only real guaranteed source of speedy healing in the game. If you're playing in a high-magic world, cure potions will be readily available, but cure potions don't magically replenish themselves the following day like a cleric's spell list does. In my upcoming campaign, I have three warrior-types (monk, paladin, and barbarian) and a fourth who was undecided between cleric and bard. I told her to play what she wanted to play and I would adjust the game to accomodate the party. She chose the bard, and I implemented the Wounds alternate rule from Unearthed Arcana to make the game a bit more survivable. Because of a lack of a cleric in the group, healing will be slower, but it won't be impossible. The PCs will just have to adjust their strategies accordingly. [/QUOTE]
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