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General Tabletop Discussion
*Dungeons & Dragons
On Healing and Broccoli
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<blockquote data-quote="Ashtagon" data-source="post: 6043151" data-attributes="member: 72335"><p>I see a number of issues here.</p><p></p><p>* I really don't like the idea of clerics or priests being "healers first, speciality second". I'd rather see them as the non-martial champion of their deity, casting the buffing spells. Buffing doesn't have to imply healing.</p><p>* In that light, the paladin class should be the "sword" to the cleric's "shield".</p><p>* Related, in the interest of preserving class niche, wizards should generally have reduced access to buffing magic (just as clerics traditionally had reduced access to smiting magic).</p><p></p><p>That said, under this scheme, unless you happen to be a cleric of a healing deity, you probably won't be doing an awful lot of healing. And under this proposal, clerics wouldn't be able to hold their own in a fight as well as a true martial class.</p><p></p><p>So this relative dearth of actual healing could be used to advantage. It works well toward creating "get the injured PC back to the temple" story-lines. It better matches most fiction not directly based off D&D rules. It removes the expectation that clerics heal, so players can actual see the class as an actor rather than a re-actor.</p><p></p><p>Conversely, other classes should be allowed means of healing. The Heal skill should be allowed to have a more meaningful benefit. Arcane "necromantic" healing could be an option. Alchemical healing, poultices (mediaeval medical science), and so on should be brought into the game. And where actual clerical healing appears, what the OP said should hold true.</p><p></p><p>The cleric should also be given class features that emphasise their role in society as community leaders. Perhaps their magic is more effective in a community of the faithful and/or when used on members of the faith. Perhaps they have social advantages that give them a meaningful "party face" role.</p><p></p><p>And the turn undead feature? That should be replaced with some kind of "turn gribblies that my deity hates" instead, possibly with options to give deity-specific boosts instead of turning.</p></blockquote><p></p>
[QUOTE="Ashtagon, post: 6043151, member: 72335"] I see a number of issues here. * I really don't like the idea of clerics or priests being "healers first, speciality second". I'd rather see them as the non-martial champion of their deity, casting the buffing spells. Buffing doesn't have to imply healing. * In that light, the paladin class should be the "sword" to the cleric's "shield". * Related, in the interest of preserving class niche, wizards should generally have reduced access to buffing magic (just as clerics traditionally had reduced access to smiting magic). That said, under this scheme, unless you happen to be a cleric of a healing deity, you probably won't be doing an awful lot of healing. And under this proposal, clerics wouldn't be able to hold their own in a fight as well as a true martial class. So this relative dearth of actual healing could be used to advantage. It works well toward creating "get the injured PC back to the temple" story-lines. It better matches most fiction not directly based off D&D rules. It removes the expectation that clerics heal, so players can actual see the class as an actor rather than a re-actor. Conversely, other classes should be allowed means of healing. The Heal skill should be allowed to have a more meaningful benefit. Arcane "necromantic" healing could be an option. Alchemical healing, poultices (mediaeval medical science), and so on should be brought into the game. And where actual clerical healing appears, what the OP said should hold true. The cleric should also be given class features that emphasise their role in society as community leaders. Perhaps their magic is more effective in a community of the faithful and/or when used on members of the faith. Perhaps they have social advantages that give them a meaningful "party face" role. And the turn undead feature? That should be replaced with some kind of "turn gribblies that my deity hates" instead, possibly with options to give deity-specific boosts instead of turning. [/QUOTE]
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