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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Doug McCrae" data-source="post: 6144005" data-attributes="member: 21169"><p>I don't like the traditional D&D cleric (though I do quite like the 2e version), partly because it's such a weirdly specific D&Dism, so I'm in the market for a solution. It seems to me that if hit points are real, ie they represent physical wounds, then there are three possible solutions:</p><p></p><p>1. Accept the consequences of slow, natural hit point healing. In the modern play-style where each player has one regular PC, this would mean far fewer combat encounters than is typical for D&D. Another option is the old school approach where each player controls a 'stable' of many different, fairly disposable characters, so it doesn't matter if one is slowly healing for several weeks. I don't think either of these options would be attractive to most D&Ders.</p><p></p><p>2. Allow other classes than the cleric to provide magical healing. This is already a long-standing tradition in D&D, with druids, bards, and paladins providing some healing. Personally I'd also allow sorcerer-types access to healing spells too, because I like non-Vancian casting.</p><p></p><p>3. Healing by means of a magic item, such as the wand of cure light wounds.</p><p></p><p>If it's accepted that hit points aren't real, which, as KM says, is a table decision, then it opens up warlords, second wind and a fast hit point recovery rate as solutions.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 6144005, member: 21169"] I don't like the traditional D&D cleric (though I do quite like the 2e version), partly because it's such a weirdly specific D&Dism, so I'm in the market for a solution. It seems to me that if hit points are real, ie they represent physical wounds, then there are three possible solutions: 1. Accept the consequences of slow, natural hit point healing. In the modern play-style where each player has one regular PC, this would mean far fewer combat encounters than is typical for D&D. Another option is the old school approach where each player controls a 'stable' of many different, fairly disposable characters, so it doesn't matter if one is slowly healing for several weeks. I don't think either of these options would be attractive to most D&Ders. 2. Allow other classes than the cleric to provide magical healing. This is already a long-standing tradition in D&D, with druids, bards, and paladins providing some healing. Personally I'd also allow sorcerer-types access to healing spells too, because I like non-Vancian casting. 3. Healing by means of a magic item, such as the wand of cure light wounds. If it's accepted that hit points aren't real, which, as KM says, is a table decision, then it opens up warlords, second wind and a fast hit point recovery rate as solutions. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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