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What rule do you hate most from any edition? (+ Thread)
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<blockquote data-quote="DEFCON 1" data-source="post: 8519204" data-attributes="member: 7006"><p>Every time I played <strong>Baldur's Gate</strong> and <strong>Baldur's Gate II</strong>, there was the one thing that most stuck out to me and irritated me to no end...</p><p></p><p>...no 2nd level Cure spell.</p><p></p><p>I think this is exactly where the idea of the Cleric being nothing but a 'healbot' came from, because you had to basically use ALL your 1st level spell slots for nothing but Cure Light Wounds because once the group hit 3rd and 4th level and had so many hit points to have to regain after fights, there just wasn't enough healing available to get people back into a semblance of fighting shape because none of the Cleric's 2nd level spell slots had any use towards it. They basically sat there worthless while the 1st, 3rd, and 4th spell level slots just filled up with cure spells.</p><p></p><p>People might still complain about "overnight healing", but to me that's <strong>miles</strong> better than what we used to have to do, which was camp out in the wilderness <em>for days on end doing nothing</em>, all so that the Cleric could prep their Cure Lights, cast them, then we waited a full day for the Cleric to regain their spells, they'd cast their five Cure Lights <em>again</em>... and hope you could get back to some sort of fighting shape without having to go through this a third or fourth time. It was dumb and stupid as a narrative and I'm glad that it's gone.</p><p></p><p>And in fact... this couples nicely with one of my major complaints of 3rd edition, which was the <em>exponential</em> cost of creating magic items off of a <em>linear</em> spell progression. A wand of a 1st level spell (say Cure Light Wounds) cost a certain amount to make. But a wand of a 2nd level spell (like Cure Moderate Wounds) cost <strong>6 times</strong> as much to make (because you were multiplying your costs by your caster level AND spell level), despite the spell only giving you <strong>twice</strong> as much as its 1st-level equivalent. Which meant everybody did nothing but make piles of Cure Light Wounds wands because you could make <strong>six of them</strong> for the same cost as one Cure Moderate Wounds. Which meant that while they weren't useful for in-combat healing... as soon as the fight was over the wand-wielder basically spent the next 20 minutes just tapping each and every character with the wand over and over and over and over and over and over again to heal everyone back to full hit points.</p><p></p><p>And THAT's why in 4E they just decided to skip that stupid middle-man and just have everyone's HP return to full after a long rest... cause it's what most of us were already doing with our endless supply of Cure Light Wound wands that any self-respecting wizard character made by taking the Craft Wand metamagic feat at 5th level.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8519204, member: 7006"] Every time I played [B]Baldur's Gate[/B] and [B]Baldur's Gate II[/B], there was the one thing that most stuck out to me and irritated me to no end... ...no 2nd level Cure spell. I think this is exactly where the idea of the Cleric being nothing but a 'healbot' came from, because you had to basically use ALL your 1st level spell slots for nothing but Cure Light Wounds because once the group hit 3rd and 4th level and had so many hit points to have to regain after fights, there just wasn't enough healing available to get people back into a semblance of fighting shape because none of the Cleric's 2nd level spell slots had any use towards it. They basically sat there worthless while the 1st, 3rd, and 4th spell level slots just filled up with cure spells. People might still complain about "overnight healing", but to me that's [B]miles[/B] better than what we used to have to do, which was camp out in the wilderness [I]for days on end doing nothing[/I], all so that the Cleric could prep their Cure Lights, cast them, then we waited a full day for the Cleric to regain their spells, they'd cast their five Cure Lights [I]again[/I]... and hope you could get back to some sort of fighting shape without having to go through this a third or fourth time. It was dumb and stupid as a narrative and I'm glad that it's gone. And in fact... this couples nicely with one of my major complaints of 3rd edition, which was the [I]exponential[/I] cost of creating magic items off of a [I]linear[/I] spell progression. A wand of a 1st level spell (say Cure Light Wounds) cost a certain amount to make. But a wand of a 2nd level spell (like Cure Moderate Wounds) cost [B]6 times[/B] as much to make (because you were multiplying your costs by your caster level AND spell level), despite the spell only giving you [B]twice[/B] as much as its 1st-level equivalent. Which meant everybody did nothing but make piles of Cure Light Wounds wands because you could make [B]six of them[/B] for the same cost as one Cure Moderate Wounds. Which meant that while they weren't useful for in-combat healing... as soon as the fight was over the wand-wielder basically spent the next 20 minutes just tapping each and every character with the wand over and over and over and over and over and over again to heal everyone back to full hit points. And THAT's why in 4E they just decided to skip that stupid middle-man and just have everyone's HP return to full after a long rest... cause it's what most of us were already doing with our endless supply of Cure Light Wound wands that any self-respecting wizard character made by taking the Craft Wand metamagic feat at 5th level. [/QUOTE]
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