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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Neonchameleon" data-source="post: 6147988" data-attributes="member: 87792"><p>The rogue should be </p><p></p><p></p><p></p><p>Actually if endurance is what's called for, <em>the cleric can keep fighting longer than the fighter can</em>. The cleric can wear armour as heavy and has almost as many hit points. And the cleric <em>also </em>has a hit point reserve called spells. Fighters and clerics can both keep fighting until they run out of spells - but a single level 1 healing spell will push the cleric's hit points significantly beyond the fighter's. And the only reason that the fighter appears to be able to fight longer is that the fighter leaches the cleric's power in order to keep going; the ability actually belongs to the cleric.</p><p></p><p>And given how little healing it takes for the cleric to outlast the fighter, the cleric is both at least as good in the epic crunch fights and at least as good at grinding through speedbumps where skill doesn't really matter that much for the meatshield; the speedbump is going down under the combined weight of the party.</p><p></p><p>Unless you introduce cheap Wands of Cure Light Wounds or the like, the fighter can only keep going until the cleric runs out of spells.</p><p></p><p>And stealth is self-limiting. Fail at stealth and you have <em>problems</em>. If the wizard can beat the rogue's stealth on a single significant scouting mission then the rogue is pointless unless you expect to have two or more scouting missions. But you already have a wizard. Swapping your rogue for a second wizard means that each of them can manage one scouting mission and some other stuff, meaning that actually the break point is three significant scouting missions in a day. With three significant scouting missions the fighter is going to get very bored.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6147988, member: 87792"] The rogue should be Actually if endurance is what's called for, [I]the cleric can keep fighting longer than the fighter can[/I]. The cleric can wear armour as heavy and has almost as many hit points. And the cleric [I]also [/I]has a hit point reserve called spells. Fighters and clerics can both keep fighting until they run out of spells - but a single level 1 healing spell will push the cleric's hit points significantly beyond the fighter's. And the only reason that the fighter appears to be able to fight longer is that the fighter leaches the cleric's power in order to keep going; the ability actually belongs to the cleric. And given how little healing it takes for the cleric to outlast the fighter, the cleric is both at least as good in the epic crunch fights and at least as good at grinding through speedbumps where skill doesn't really matter that much for the meatshield; the speedbump is going down under the combined weight of the party. Unless you introduce cheap Wands of Cure Light Wounds or the like, the fighter can only keep going until the cleric runs out of spells. And stealth is self-limiting. Fail at stealth and you have [I]problems[/I]. If the wizard can beat the rogue's stealth on a single significant scouting mission then the rogue is pointless unless you expect to have two or more scouting missions. But you already have a wizard. Swapping your rogue for a second wizard means that each of them can manage one scouting mission and some other stuff, meaning that actually the break point is three significant scouting missions in a day. With three significant scouting missions the fighter is going to get very bored. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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