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Orcus of Necromancer Games says "You were right, I was wrong"
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<blockquote data-quote="Remathilis" data-source="post: 4959518" data-attributes="member: 7635"><p>The module in question ([spoiler]Dread Crypt of Srhioz[/spoiler], if people are keeping score) has a room that is a giant crossroad minus the road: just four open halls all leading to an bottomless pit. Its not necessary to cross the pit; but it does open up more areas of the dungeon to explore. Since the PCs are under no time pressure to complete the Crypt (well, any meaningful time pressure, the sealed gate barring the door isn't a barrier to egress for any serious 9th level party) a cleric/druid can memorize air-walk no problem on the first rest the group takes. </p><p></p><p>But as Votan pointed out, the OPTION for the cleric to rest and gain access to those spells; in 4e you either have the right utility power/ritual, or you don't. Its got its own advantages in disadvantages, I guess. And this doesn't take into account magic items that could help (flying carpet, cloak of the bat, even a scroll or potion of a flight spell. Remember casters; scribe scroll is your FRIEND!)</p><p></p><p>For the record; the dungeon also features a fight with an aquatic monster IN the water. By the same logic, this combat screws over sorcerers and clerics because most clerics don't memorize freedom of movement and most sorcerers don't bother to learn water breathing. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Remathilis, post: 4959518, member: 7635"] The module in question ([spoiler]Dread Crypt of Srhioz[/spoiler], if people are keeping score) has a room that is a giant crossroad minus the road: just four open halls all leading to an bottomless pit. Its not necessary to cross the pit; but it does open up more areas of the dungeon to explore. Since the PCs are under no time pressure to complete the Crypt (well, any meaningful time pressure, the sealed gate barring the door isn't a barrier to egress for any serious 9th level party) a cleric/druid can memorize air-walk no problem on the first rest the group takes. But as Votan pointed out, the OPTION for the cleric to rest and gain access to those spells; in 4e you either have the right utility power/ritual, or you don't. Its got its own advantages in disadvantages, I guess. And this doesn't take into account magic items that could help (flying carpet, cloak of the bat, even a scroll or potion of a flight spell. Remember casters; scribe scroll is your FRIEND!) For the record; the dungeon also features a fight with an aquatic monster IN the water. By the same logic, this combat screws over sorcerers and clerics because most clerics don't memorize freedom of movement and most sorcerers don't bother to learn water breathing. :lol: [/QUOTE]
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