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[Poll] How does your group do hit points per level?
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<blockquote data-quote="Lanefan" data-source="post: 6700124" data-attributes="member: 29398"><p>That'd indicate a much less combat-oriented campaign than most are used to, if they don't want to spend all their time resting while their wounds heal and they don't mind death being permanent. For a relatively low-danger exploration type of campaign, or a Birthright-style diplomacy campaign, no problem; in fact the divinatory abilties of high-level Clerics could somewhat ruin a diplomacy-based setting (as could scrying, but that's another issue).</p><p></p><p>But for D&D the way many of us are used to playing it some sort of quick healing is essential, which is where the party Cleric (usually) comes in.</p><p></p><p>There's other options for healing, of course: Rangers could heal via magical herbs they find on their travels, parties could load up on potions (or wands in 3.x), parties could just spend lots of time resting, and so forth. But you'd still be losing the divinations and other magics only Clerics can do; I think the average party would still miss having one even after working around the healing question.</p><p></p><p>Lan-"a magic-user can make you invisible, but only a cleric can make you silent"-efan</p><p></p><p>EDIT: p.s. - I have to say the old-schooler in me is shocked at the results so far in this poll: I never dreamed rolling for h.p. would be the least-favoured option.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6700124, member: 29398"] That'd indicate a much less combat-oriented campaign than most are used to, if they don't want to spend all their time resting while their wounds heal and they don't mind death being permanent. For a relatively low-danger exploration type of campaign, or a Birthright-style diplomacy campaign, no problem; in fact the divinatory abilties of high-level Clerics could somewhat ruin a diplomacy-based setting (as could scrying, but that's another issue). But for D&D the way many of us are used to playing it some sort of quick healing is essential, which is where the party Cleric (usually) comes in. There's other options for healing, of course: Rangers could heal via magical herbs they find on their travels, parties could load up on potions (or wands in 3.x), parties could just spend lots of time resting, and so forth. But you'd still be losing the divinations and other magics only Clerics can do; I think the average party would still miss having one even after working around the healing question. Lan-"a magic-user can make you invisible, but only a cleric can make you silent"-efan EDIT: p.s. - I have to say the old-schooler in me is shocked at the results so far in this poll: I never dreamed rolling for h.p. would be the least-favoured option. [/QUOTE]
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[Poll] How does your group do hit points per level?
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