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What D&Disms have you never liked?
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<blockquote data-quote="Dykstrav" data-source="post: 5110881" data-attributes="member: 40522"><p>I actually dig the cleric class for the most part, in and of itself. I like the archetype of a crusader carrying the word of the deity into the pagan wilderness and all. I think a part of people's distaste for the class is that most every experienced D&D player, at some point in their play career, has had to suck it up and play one for the good of the party.</p><p></p><p>In previous versions of the game, I used to give groups without a cleric the option to use a free <em>cure</em> spell effect once per encounter, almost like how the second wind works now. Right now, I'm tinkering with a house rule to allow you to spend a healing surge as an encounter power when you're bloodied, as a separate thing from your second wind. Passing out tons of potions with <em>cure</em> effects also meliorates the issue, and without a dedicated healer, becomes power-neutral. But I digress...</p><p></p><p>Now that I've been thinking about it, one of the big things that has always irked me about D&D (especially the later versions) is the assumption that player characters should stand head and shoulders in power and renown above normal folk, but all that they are better at is stomping monsters into gooey paste. In theory, I think that a 1st-level human commoner is just as valuable to a nobleman as a 1st-level fighter--after all, the fighter may be good at his job, but he isn't going to go out and tend crops so that people in the kingdom can eat. Everyone has a role in society, I think that adventurers should just have a more lucrative (and dangerous) role than others.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5110881, member: 40522"] I actually dig the cleric class for the most part, in and of itself. I like the archetype of a crusader carrying the word of the deity into the pagan wilderness and all. I think a part of people's distaste for the class is that most every experienced D&D player, at some point in their play career, has had to suck it up and play one for the good of the party. In previous versions of the game, I used to give groups without a cleric the option to use a free [I]cure[/I] spell effect once per encounter, almost like how the second wind works now. Right now, I'm tinkering with a house rule to allow you to spend a healing surge as an encounter power when you're bloodied, as a separate thing from your second wind. Passing out tons of potions with [I]cure[/I] effects also meliorates the issue, and without a dedicated healer, becomes power-neutral. But I digress... Now that I've been thinking about it, one of the big things that has always irked me about D&D (especially the later versions) is the assumption that player characters should stand head and shoulders in power and renown above normal folk, but all that they are better at is stomping monsters into gooey paste. In theory, I think that a 1st-level human commoner is just as valuable to a nobleman as a 1st-level fighter--after all, the fighter may be good at his job, but he isn't going to go out and tend crops so that people in the kingdom can eat. Everyone has a role in society, I think that adventurers should just have a more lucrative (and dangerous) role than others. [/QUOTE]
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