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<blockquote data-quote="Driddle" data-source="post: 2909997" data-attributes="member: 3447"><p>I mostly sorta agree with Airy in this sense: The fewer choices, the better. And the fewer "special cases" to consider during the adventure, the better.</p><p></p><p>In other words, learning which spells to learn is a no-no, as is learning which spells to memorize after you've learned them to your personal spellbook. </p><p></p><p>Raging is a no-no because it requires tracking the rage itself as well as second-guessing the best time to use it.</p><p></p><p>Bards and paladins look too intimidating from the git-go. The music and mount and spells and smiting, for example, are all special-case abilities. </p><p></p><p>Clerics rise to the top because aside from having to second-guess which spells to pick in the morning, at least he's got utility throughout -- fight for a while, and then feel important when people need to be healed. Still, though, the spell choices...</p></blockquote><p></p>
[QUOTE="Driddle, post: 2909997, member: 3447"] I mostly sorta agree with Airy in this sense: The fewer choices, the better. And the fewer "special cases" to consider during the adventure, the better. In other words, learning which spells to learn is a no-no, as is learning which spells to memorize after you've learned them to your personal spellbook. Raging is a no-no because it requires tracking the rage itself as well as second-guessing the best time to use it. Bards and paladins look too intimidating from the git-go. The music and mount and spells and smiting, for example, are all special-case abilities. Clerics rise to the top because aside from having to second-guess which spells to pick in the morning, at least he's got utility throughout -- fight for a while, and then feel important when people need to be healed. Still, though, the spell choices... [/QUOTE]
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