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General Tabletop Discussion
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Issues that might arise from a "core book only" 3.5 campaign and possible fixes?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 6883158" data-attributes="member: 19675"><p>Well, I agree that martial feats lack the "Oomph" the ones for casters pack. But Sacred Healing is not necessarily one I'd consider a poster child for that power disparity. Most mono-classed Clerics aren't going to be all that gung-ho about trading off TUs* for mass healing, especially in an Undead-heavy campaign. While that healing is powerful, it isn't going to offset the difficulties brought on when fight in undead you'd rather keep at a distance because of paralysis, energy drain or other effects. A powerful TU is worth far more than HP recovery.</p><p></p><p>Also, since it is AoE- affecting all living beings in the area- and not targeted, you can't actually use it in combat. Before or after, yes, but not during.</p><p></p><p>It really is one for the Paladins and multiclassed Clerics out there.**</p><p></p><p>Now, drop it into a campaign in which casters are seriously nerfed- what did they call it, "E6"?- and the build calculus changes significantly.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* also, the feat explicitly says only Turn Undead attempts can fuel this ability- turning of other types, like elementals or other creature types (typically gained from domains) don't work.</p><p></p><p></p><p>** the character I used it on was- when last played in 2013- a 13th level PC: Clc5/Sorc4/Geo4. Swamp-Thing inspired concept; not very good at turning undead.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6883158, member: 19675"] Well, I agree that martial feats lack the "Oomph" the ones for casters pack. But Sacred Healing is not necessarily one I'd consider a poster child for that power disparity. Most mono-classed Clerics aren't going to be all that gung-ho about trading off TUs* for mass healing, especially in an Undead-heavy campaign. While that healing is powerful, it isn't going to offset the difficulties brought on when fight in undead you'd rather keep at a distance because of paralysis, energy drain or other effects. A powerful TU is worth far more than HP recovery. Also, since it is AoE- affecting all living beings in the area- and not targeted, you can't actually use it in combat. Before or after, yes, but not during. It really is one for the Paladins and multiclassed Clerics out there.** Now, drop it into a campaign in which casters are seriously nerfed- what did they call it, "E6"?- and the build calculus changes significantly. * also, the feat explicitly says only Turn Undead attempts can fuel this ability- turning of other types, like elementals or other creature types (typically gained from domains) don't work. ** the character I used it on was- when last played in 2013- a 13th level PC: Clc5/Sorc4/Geo4. Swamp-Thing inspired concept; not very good at turning undead. [/QUOTE]
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Issues that might arise from a "core book only" 3.5 campaign and possible fixes?
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