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Who heals in a Druidic society?
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<blockquote data-quote="Byronic" data-source="post: 4678991" data-attributes="member: 56829"><p>I don't really like the current description of the Primal Powersource so I'm ignoring it. Druids in my setting have a religious function, although with spirits and elements rather then Gods. And as I'll explain later the typical DnD Cleric is quite impossible in Druidic society.</p><p></p><p></p><p></p><p>I shall attempt to explain Druidic society in my game as an example</p><p></p><p>In my game the Druidic society was started by Elves and later on copied by humans who decided that these Elves might be on to something (of course with some differences). However neither the Elves or the Eladrin in my setting believe in Gods. The concept of religion simply does not exist in the Elven psyche. </p><p></p><p>Druidic human societies instead revere and try and live in some sort of harmony with spirits representing certain things like Cats, Trees etc (borrowing the concept from the Elric mythos). Partially because of Elvish influence the most common Heroes to come from Druidic society in my game are Warlords, Druids, Rangers, Wardens and Fighters. If Druidic society would need to defend itself or form a raiding party said warband would be heavily influenced by these kind of classes (while obviously not all PC's, they would be the equivelent in NPC or Monsters). This would be handy if they were fighting with or against a group of PCs. And I like my setting to have internal coherency.</p><p></p><p>However this still leaves me in a pickle. Since setting wise they have no healers. And when my PC party goes through a Druidic society I would like to see that they have SOME access to SOME sort of supernatural healing. The simplest way to solve this is to either use some kind of Leader class (fluffed to fit) since this also means that if a party with a Druidic theme wanted supernatural healing they could get it.</p><p></p><p>Warlords are not an option for this. While I can swallow their healing ability used in an adventuring party as the person only having a flesh wound, the same would not work as the main healer in a society. for immersion reasons if nothing else.</p></blockquote><p></p>
[QUOTE="Byronic, post: 4678991, member: 56829"] I don't really like the current description of the Primal Powersource so I'm ignoring it. Druids in my setting have a religious function, although with spirits and elements rather then Gods. And as I'll explain later the typical DnD Cleric is quite impossible in Druidic society. I shall attempt to explain Druidic society in my game as an example In my game the Druidic society was started by Elves and later on copied by humans who decided that these Elves might be on to something (of course with some differences). However neither the Elves or the Eladrin in my setting believe in Gods. The concept of religion simply does not exist in the Elven psyche. Druidic human societies instead revere and try and live in some sort of harmony with spirits representing certain things like Cats, Trees etc (borrowing the concept from the Elric mythos). Partially because of Elvish influence the most common Heroes to come from Druidic society in my game are Warlords, Druids, Rangers, Wardens and Fighters. If Druidic society would need to defend itself or form a raiding party said warband would be heavily influenced by these kind of classes (while obviously not all PC's, they would be the equivelent in NPC or Monsters). This would be handy if they were fighting with or against a group of PCs. And I like my setting to have internal coherency. However this still leaves me in a pickle. Since setting wise they have no healers. And when my PC party goes through a Druidic society I would like to see that they have SOME access to SOME sort of supernatural healing. The simplest way to solve this is to either use some kind of Leader class (fluffed to fit) since this also means that if a party with a Druidic theme wanted supernatural healing they could get it. Warlords are not an option for this. While I can swallow their healing ability used in an adventuring party as the person only having a flesh wound, the same would not work as the main healer in a society. for immersion reasons if nothing else. [/QUOTE]
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