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no cleric? (my players stay out)
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<blockquote data-quote="Lord Pendragon" data-source="post: 764928" data-attributes="member: 707"><p>The thing is, most players think of a cleric, and they automatically think that they have a certain...<em>claim</em>...on that cleric's spells. Unlike the wizard who casts whatever he darnwell feels like, players often seem to believe that they have a right to most of a cleric's spells, in the form of cures and buffs.</p><p></p><p>So the cleric wakes up in the morning and spends half of his spells on buffs, goes into the fight and plays backup to practically everyone, then spends the other half of his spells after the fight on heals. Not exactly the most fun character concept IMO, regardless of how much more powerful everyone else was thanks to the cleric's spells.</p><p></p><p>In my experience, you have to play a cleric somewhat selfishly for it to be any fun. Put those buffs on yourself and save the spell slots for <em>Doom</em> and <em>Flamestrike</em> and things are really cooking.</p><p></p><p>Buuuuuuuuuuut. Getting back on topic, I'd suggest that someone from the city teach the PCs about a certain herb with healing properties that grows in the wild. Then allow the PCs to find however much of it you want them to have as they travel.</p><p></p><p>If you want to add an element of scarcity to it, rule that the herb needs to be made into a tea by boiling it for an hour to have curative properties...and that those same properties fade after a few days. That way they'll have to decide how much of it to prepare at any given time. Too little and they'll be hurting. Too much and they'll waste their supply.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 764928, member: 707"] The thing is, most players think of a cleric, and they automatically think that they have a certain...[i]claim[/i]...on that cleric's spells. Unlike the wizard who casts whatever he darnwell feels like, players often seem to believe that they have a right to most of a cleric's spells, in the form of cures and buffs. So the cleric wakes up in the morning and spends half of his spells on buffs, goes into the fight and plays backup to practically everyone, then spends the other half of his spells after the fight on heals. Not exactly the most fun character concept IMO, regardless of how much more powerful everyone else was thanks to the cleric's spells. In my experience, you have to play a cleric somewhat selfishly for it to be any fun. Put those buffs on yourself and save the spell slots for [i]Doom[/i] and [i]Flamestrike[/i] and things are really cooking. Buuuuuuuuuuut. Getting back on topic, I'd suggest that someone from the city teach the PCs about a certain herb with healing properties that grows in the wild. Then allow the PCs to find however much of it you want them to have as they travel. If you want to add an element of scarcity to it, rule that the herb needs to be made into a tea by boiling it for an hour to have curative properties...and that those same properties fade after a few days. That way they'll have to decide how much of it to prepare at any given time. Too little and they'll be hurting. Too much and they'll waste their supply. [/QUOTE]
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no cleric? (my players stay out)
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