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I've finally figured out why 3rd edition bugs me
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<blockquote data-quote="Geron Raveneye" data-source="post: 1874548" data-attributes="member: 2268"><p><em>Commune</em> is in there to enable a cleric who does serve a god to get into contact with his deity and get his help. Always remember that the PHB is modeled on Greyhawk as a default world, where the gods indeed ARE real, and very active. If you want to play on a world where the gods are not even remotely certain, simply leave that spell out of the picture?</p><p></p><p>1) Because, by D&D default, clerics are the guys who are allowed to work miracles and handle the stuff of life. They get it "preshaped" to hit points, so to speak, via their spells, while wizards and sorcerers don't handle that kind of energy, again, by default, and don't get miracles. If you want to change that, there's nothing in the rules that completely prohibits you from adding healing spells to the wizard/sorcerer list. Arcana Unearthed is an example for that. A lot of necromantic healing magic, like in the Forgotten Realms or Scarred Lands, is also available.</p><p></p><p>2) For the most parts, you can refer to 1). Clerics, by D&D default, are the guys who routinely handle the stuff of life and death, so they get to use it on corpses earlier than wizards. As for the <em>Create Undead</em> and <em>Create Greater Undead</em> spells...well, for that, you need some kind of spirit to stuff into your corpse. And guess who's handling souls and spirits by D&D default? Right...clerics. Again, if you want to change that, nobody's keeping you from it, and there's a host of Necromancer PrC and variant base classes who have already done so.</p><p></p><p>One thing to keep in miind about the D&D core ruleset is that it might look like a completely setting-neutral tool, but it isn't. It has a default world behind it, on which most of the default assumptions are based. If you want to change those assumptions, you can do so without problems, it's simply not in the core rules.</p><p>And some people might actually like their wizards not being able to simply be the source of extensive damage spells AND all-curing healing magic in one person <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></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 1874548, member: 2268"] [i]Commune[/i] is in there to enable a cleric who does serve a god to get into contact with his deity and get his help. Always remember that the PHB is modeled on Greyhawk as a default world, where the gods indeed ARE real, and very active. If you want to play on a world where the gods are not even remotely certain, simply leave that spell out of the picture? 1) Because, by D&D default, clerics are the guys who are allowed to work miracles and handle the stuff of life. They get it "preshaped" to hit points, so to speak, via their spells, while wizards and sorcerers don't handle that kind of energy, again, by default, and don't get miracles. If you want to change that, there's nothing in the rules that completely prohibits you from adding healing spells to the wizard/sorcerer list. Arcana Unearthed is an example for that. A lot of necromantic healing magic, like in the Forgotten Realms or Scarred Lands, is also available. 2) For the most parts, you can refer to 1). Clerics, by D&D default, are the guys who routinely handle the stuff of life and death, so they get to use it on corpses earlier than wizards. As for the [i]Create Undead[/i] and [i]Create Greater Undead[/i] spells...well, for that, you need some kind of spirit to stuff into your corpse. And guess who's handling souls and spirits by D&D default? Right...clerics. Again, if you want to change that, nobody's keeping you from it, and there's a host of Necromancer PrC and variant base classes who have already done so. One thing to keep in miind about the D&D core ruleset is that it might look like a completely setting-neutral tool, but it isn't. It has a default world behind it, on which most of the default assumptions are based. If you want to change those assumptions, you can do so without problems, it's simply not in the core rules. And some people might actually like their wizards not being able to simply be the source of extensive damage spells AND all-curing healing magic in one person ;) . [/QUOTE]
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