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Wand of healing: Everybody pitch in?
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<blockquote data-quote="Starfox" data-source="post: 4721757" data-attributes="member: 2303"><p>I will now be harsh.</p><p></p><p>The cleric is a spellcaster. Spellcasters generally work best with a 15-minute adventuring day. It is thus not in the cleric's interest to heal - which extends the endurance of the party, allowing several fights. Thus the cleric has no self-interest in purchasing healing wands that effectively allow fighters an infinite adventuring day. If he does purchase the wants, he will hae to conserve spells, especially at lower levels. This makes play less exiting for him.</p><p></p><p>Of course, this lessens the party overall - which is really a problem for the DM and his plots, not for the cleric. The DM will have to write adventures geared to a 15 minute adventuring day, or see his plot fall apart as the party repeatedly retreats.</p><p></p><p>However, DnD (any edition) is written with the assumption that the cleric will support his party. The cleric is supposed to buff the fighters in the party. The balance between the classes are built on this. If the cleric doesn't, the fighter suffer and the cleric shines. This is where the CoDzilla phenomenon comes from (Cleric-or-Druid-Zilla, where zilla comes from godzilla, giant monster extraordinaire). </p><p></p><p>So, whats the point of my argument? Well, I guess it boils down to this; while it might be fair that the cleric pays for his own equipment, including healing wands, this encourages CoDzilla play and might lead to a party that simply lacks healing - as the CoDzilla has no interest in paying for it or even casting healing spells on others. It is thus probably better if the group pays such things communally, encouraging the cleric to be more supportive.</p></blockquote><p></p>
[QUOTE="Starfox, post: 4721757, member: 2303"] I will now be harsh. The cleric is a spellcaster. Spellcasters generally work best with a 15-minute adventuring day. It is thus not in the cleric's interest to heal - which extends the endurance of the party, allowing several fights. Thus the cleric has no self-interest in purchasing healing wands that effectively allow fighters an infinite adventuring day. If he does purchase the wants, he will hae to conserve spells, especially at lower levels. This makes play less exiting for him. Of course, this lessens the party overall - which is really a problem for the DM and his plots, not for the cleric. The DM will have to write adventures geared to a 15 minute adventuring day, or see his plot fall apart as the party repeatedly retreats. However, DnD (any edition) is written with the assumption that the cleric will support his party. The cleric is supposed to buff the fighters in the party. The balance between the classes are built on this. If the cleric doesn't, the fighter suffer and the cleric shines. This is where the CoDzilla phenomenon comes from (Cleric-or-Druid-Zilla, where zilla comes from godzilla, giant monster extraordinaire). So, whats the point of my argument? Well, I guess it boils down to this; while it might be fair that the cleric pays for his own equipment, including healing wands, this encourages CoDzilla play and might lead to a party that simply lacks healing - as the CoDzilla has no interest in paying for it or even casting healing spells on others. It is thus probably better if the group pays such things communally, encouraging the cleric to be more supportive. [/QUOTE]
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