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I've finally figured out why 3rd edition bugs me
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<blockquote data-quote="MerricB" data-source="post: 1866853" data-attributes="member: 3586"><p>Healing - can be performed by the Cleric, Druid, Bard, Ranger and Paladin. Also, magic potions, wands and scrolls. My group doesn't have a main cleric, but they go through wands of cure light and cure moderate wounds like crazy. <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=";)" /></p><p></p><p>Trapfinding - can be performed by the Barbarian. <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=":)" /> Magic traps are much better detected and defeated by the Wizard, in fact.</p><p></p><p>It is very rare that a trap must be defeated in a certain way for the module to continue. Then too, Clerical "Find Traps" spell and Wizards with "Knock".</p><p></p><p>I wouldn't want to go through an adventure without either a Cleric <em>or</em> a Rogue, but missing just one will normally work.</p><p></p><p>Also: Artificers from Eberron can find/remove traps. <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><p></p><p>The thing to consider is what not finding a trap actually means - mostly, it's just damage, and that can be healed. </p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1866853, member: 3586"] Healing - can be performed by the Cleric, Druid, Bard, Ranger and Paladin. Also, magic potions, wands and scrolls. My group doesn't have a main cleric, but they go through wands of cure light and cure moderate wounds like crazy. ;) Trapfinding - can be performed by the Barbarian. :) Magic traps are much better detected and defeated by the Wizard, in fact. It is very rare that a trap must be defeated in a certain way for the module to continue. Then too, Clerical "Find Traps" spell and Wizards with "Knock". I wouldn't want to go through an adventure without either a Cleric [i]or[/i] a Rogue, but missing just one will normally work. Also: Artificers from Eberron can find/remove traps. :) The thing to consider is what not finding a trap actually means - mostly, it's just damage, and that can be healed. Cheers! [/QUOTE]
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