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<blockquote data-quote="Grydan" data-source="post: 6042814" data-attributes="member: 79401"><p>No, I'm talking clerics. The term means "member of the clergy". Depending on specific religion, the term can overlap or even be synonymous with priest. The idea that cleric means "armoured priest with healing magic, turn undead, and a taboo against edged weaponry" is a D&Dism which, as I think I've made clear, I feel is an unnecessary one (though I can certainly understand that not everyone agrees with me there). </p><p></p><p></p><p></p><p>Why do they need some commonly available <strong>class</strong> to be <strong>the</strong> healer?</p><p></p><p>We could just as easily shift healing into a Specialty. Then healing is an option for all classes, allowing people who like being the party healer the freedom to play that role without also being shoe-horned into being a specific archetype.</p><p></p><p>We could make it so that healing is of lower value than it has been in the past (either by making it less powerful or making it required less often), and thus put aside the <em>need</em> for a healer at all, regardless of whether it's a class or a specialty.</p><p></p><p>Using the current packet's "pick your god archetype" format, we could tweak the formula a bit and say that instead of having followers of "The Lifebringer" automatically having access to the healing spells while others have to choose to prepare them, perhaps <em>only</em> followers of "The Lifebringer" are <em>able</em> to prepare them. Make the domain spells exclusive, in other words. If you want to have divine healing, you must be a follower of the divine healer. (I would be in favour of making the domains a bit more explicitly mix & match than they are now, at the DM level, so that campaign-specific deities are easier to generate. Apollo is the god of healing & the sun in campaign A, while Thor is the god of healing & thunder in campaign B, etc.)</p><p></p><p>Then again, (and sorry folks, I really did have to go here), we can accept that HP aren't just meat, and that not all restoration of HP is "healing", in which case all clerics, being inspiring sorts, having the ability to restore HP makes some degree of sense after all (but then, so does having bards and warlords and anyone who chooses the right specialty...). Though really, one would think that there would be certain bonuses or penalties to the amount of inspirational HP restoration one could grant another character based upon the compatibility of their religious inclinations. The follower of the god of war is more inspired by the words of the Cleric of the god of war than he is by the the words of the Cleric of the god of sunshine and lollipops, etc.</p><p></p><p>Or, as Kamikaze Midget has brought up (and I've played around with a bit), we could divorce HP from injury altogether (instead of continuing to pretend that there's any real representation of wounds in HP). Then we can restrict rapid healing of wounds to divine magic, while HP can easily be restored in other ways (not necessarily magical).</p></blockquote><p></p>
[QUOTE="Grydan, post: 6042814, member: 79401"] No, I'm talking clerics. The term means "member of the clergy". Depending on specific religion, the term can overlap or even be synonymous with priest. The idea that cleric means "armoured priest with healing magic, turn undead, and a taboo against edged weaponry" is a D&Dism which, as I think I've made clear, I feel is an unnecessary one (though I can certainly understand that not everyone agrees with me there). Why do they need some commonly available [B]class[/B] to be [B]the[/B] healer? We could just as easily shift healing into a Specialty. Then healing is an option for all classes, allowing people who like being the party healer the freedom to play that role without also being shoe-horned into being a specific archetype. We could make it so that healing is of lower value than it has been in the past (either by making it less powerful or making it required less often), and thus put aside the [I]need[/I] for a healer at all, regardless of whether it's a class or a specialty. Using the current packet's "pick your god archetype" format, we could tweak the formula a bit and say that instead of having followers of "The Lifebringer" automatically having access to the healing spells while others have to choose to prepare them, perhaps [I]only[/I] followers of "The Lifebringer" are [I]able[/I] to prepare them. Make the domain spells exclusive, in other words. If you want to have divine healing, you must be a follower of the divine healer. (I would be in favour of making the domains a bit more explicitly mix & match than they are now, at the DM level, so that campaign-specific deities are easier to generate. Apollo is the god of healing & the sun in campaign A, while Thor is the god of healing & thunder in campaign B, etc.) Then again, (and sorry folks, I really did have to go here), we can accept that HP aren't just meat, and that not all restoration of HP is "healing", in which case all clerics, being inspiring sorts, having the ability to restore HP makes some degree of sense after all (but then, so does having bards and warlords and anyone who chooses the right specialty...). Though really, one would think that there would be certain bonuses or penalties to the amount of inspirational HP restoration one could grant another character based upon the compatibility of their religious inclinations. The follower of the god of war is more inspired by the words of the Cleric of the god of war than he is by the the words of the Cleric of the god of sunshine and lollipops, etc. Or, as Kamikaze Midget has brought up (and I've played around with a bit), we could divorce HP from injury altogether (instead of continuing to pretend that there's any real representation of wounds in HP). Then we can restrict rapid healing of wounds to divine magic, while HP can easily be restored in other ways (not necessarily magical). [/QUOTE]
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