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<blockquote data-quote="Hammerhead" data-source="post: 237187" data-attributes="member: 73"><p><strong>Re: Re: Re: Re: why does grim and gritty imply low magic?</strong></p><p></p><p></p><p></p><p>Of course, a timely response could mean that 44 cure spells would be all that is needed. For example, look at Grazzt's post:</p><p></p><p></p><p></p><p>No way clerics can stop this one? I doubt it. Since there are sick and dying people on the ships, the captain sends for the priests RIGHT AWAY. The same 44 cure spells now remove a substancial chunk of the beginning of the epidemic. If a prompt response cuts the disease sources in 1/2, then it spreads far slower, allowing the clerics to keep control for longer. Also a wand of remove disease more than doubles the daily cure ability in an emergency. Finally, Paladins are immune to disease and powerful ones can also cure it. They make excellent "doctors" since they won't get sick and have heal as a class skill.</p><p></p><p>Even evil clerics might want to help cure people. Only a few types of dieties would benefit. It's kind of hard for priests of the god of Tyranny to rule a city if everyone dies of the plague. They'd probably cure people, and then use their aid of the city as another lever to gain power. </p><p></p><p>Of course, I don't think that I'm cut out for grim and gritty. One of my characters cast Endure Elements fire at the beginning of every day. Not because I wanted protection against fire attacks. I just did so my cleric wouldn't be bothered by a hot day. As the seasons changed, I would have switched to cold, or maybe both in fall.</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 237187, member: 73"] [b]Re: Re: Re: Re: why does grim and gritty imply low magic?[/b] Of course, a timely response could mean that 44 cure spells would be all that is needed. For example, look at Grazzt's post: No way clerics can stop this one? I doubt it. Since there are sick and dying people on the ships, the captain sends for the priests RIGHT AWAY. The same 44 cure spells now remove a substancial chunk of the beginning of the epidemic. If a prompt response cuts the disease sources in 1/2, then it spreads far slower, allowing the clerics to keep control for longer. Also a wand of remove disease more than doubles the daily cure ability in an emergency. Finally, Paladins are immune to disease and powerful ones can also cure it. They make excellent "doctors" since they won't get sick and have heal as a class skill. Even evil clerics might want to help cure people. Only a few types of dieties would benefit. It's kind of hard for priests of the god of Tyranny to rule a city if everyone dies of the plague. They'd probably cure people, and then use their aid of the city as another lever to gain power. Of course, I don't think that I'm cut out for grim and gritty. One of my characters cast Endure Elements fire at the beginning of every day. Not because I wanted protection against fire attacks. I just did so my cleric wouldn't be bothered by a hot day. As the seasons changed, I would have switched to cold, or maybe both in fall. [/QUOTE]
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