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<blockquote data-quote="Zaruthustran" data-source="post: 3665630" data-attributes="member: 1457"><p><strong>More than 3.75: damage and healing. Or, "Kill the Cleric"</strong></p><p></p><p><span style="font-size: 9px">Seems like another wave of 4E speculation is hitting the boards. In order for such an edition to be acceptable, it's got to be a significant evolution of the current ruleset. It can't be just "3.75E." It needs to be different. Purpose of this thread is to explore changes that preserve D&D's feel but improve its mechanics. </span></p><p></p><p>No one likes to be the cleric. Sure, the cleric class (as a collection of powers and abilities) is very powerful, with divine feats, impressive spells, domains, and so on. People have built incredibly strong characters by using the class. But those are clerics in name only--they are destroyers, chargers, archers, smiters. They aren't healers. They aren't clerics.</p><p></p><p>No one likes being the cleric because when everyone else is beheading monsters or hurling fireballs, it sucks to be the guy running around replenishing hit points. If you do your job right, every turn all you're doing is pouring hitpoints into a leaky bucket. It's an unfun, thankless job. But somebody's got to do it.</p><p></p><p>So, get rid of the need for the cleric by getting rid of in-combat healing. Change the way damage is handled, so that all players naturally recover (to some extent) after each encounter.</p><p></p><p>Or perhaps change "hit points" from tracking physical damage to tracking morale. Allow *any* character to attempt to rally the troops during combat with a shout or stirring words. Allow any character to pull out an heirloom or token, to recall a loved one at home, and draw inspiration. Convert the whole concept of hit points into "will to fight".</p><p></p><p>In short, eliminate the cleric. Sure, keep gods, faith, and minor miracles (stuff like resurrect and restoration). But remove the burden of a single class having to provide in-combat healing.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3665630, member: 1457"] [b]More than 3.75: damage and healing. Or, "Kill the Cleric"[/b] [size=1]Seems like another wave of 4E speculation is hitting the boards. In order for such an edition to be acceptable, it's got to be a significant evolution of the current ruleset. It can't be just "3.75E." It needs to be different. Purpose of this thread is to explore changes that preserve D&D's feel but improve its mechanics. [/size] No one likes to be the cleric. Sure, the cleric class (as a collection of powers and abilities) is very powerful, with divine feats, impressive spells, domains, and so on. People have built incredibly strong characters by using the class. But those are clerics in name only--they are destroyers, chargers, archers, smiters. They aren't healers. They aren't clerics. No one likes being the cleric because when everyone else is beheading monsters or hurling fireballs, it sucks to be the guy running around replenishing hit points. If you do your job right, every turn all you're doing is pouring hitpoints into a leaky bucket. It's an unfun, thankless job. But somebody's got to do it. So, get rid of the need for the cleric by getting rid of in-combat healing. Change the way damage is handled, so that all players naturally recover (to some extent) after each encounter. Or perhaps change "hit points" from tracking physical damage to tracking morale. Allow *any* character to attempt to rally the troops during combat with a shout or stirring words. Allow any character to pull out an heirloom or token, to recall a loved one at home, and draw inspiration. Convert the whole concept of hit points into "will to fight". In short, eliminate the cleric. Sure, keep gods, faith, and minor miracles (stuff like resurrect and restoration). But remove the burden of a single class having to provide in-combat healing. [/QUOTE]
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