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<blockquote data-quote="Jeff Carlsen" data-source="post: 6036463" data-attributes="member: 61749"><p>I did not say that. I was responding to the problem that permanent energy drain makes the cleric an essential part of the group. I don't believe that getting rid of permanent or long lasting conditions or damage is the proper solution to the cleric problem.</p><p></p><p></p><p></p><p>For the most part, we're talking about powerful magic that players wouldn't even have access to until higher levels. There's room, and even desire for some more complication at high levels. But I get your point. I still hold that you can't have a rational Cleric if it's easy and reliable to cast spells like restoration and raise dead.</p><p></p><p></p><p></p><p>Clearly, you and I enjoy different types of games, though to a limited degree I concur. Not that a monster shouldn't be able to inflict permanent injury on a hit, but that a party should choose to engage in that fight while knowing the risks. These things should be uncommon, but I think it's important that they exist. I believe that your character is defined by its flaws, it's scars, and the risks that it's willing to take.</p><p></p><p>I know that comes off a bit as "my way to play is better than yours." And perhaps that is what I mean to an extent. I think the game will be more satisfying for most players if there are fewer safety gloves.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6036463, member: 61749"] I did not say that. I was responding to the problem that permanent energy drain makes the cleric an essential part of the group. I don't believe that getting rid of permanent or long lasting conditions or damage is the proper solution to the cleric problem. For the most part, we're talking about powerful magic that players wouldn't even have access to until higher levels. There's room, and even desire for some more complication at high levels. But I get your point. I still hold that you can't have a rational Cleric if it's easy and reliable to cast spells like restoration and raise dead. Clearly, you and I enjoy different types of games, though to a limited degree I concur. Not that a monster shouldn't be able to inflict permanent injury on a hit, but that a party should choose to engage in that fight while knowing the risks. These things should be uncommon, but I think it's important that they exist. I believe that your character is defined by its flaws, it's scars, and the risks that it's willing to take. I know that comes off a bit as "my way to play is better than yours." And perhaps that is what I mean to an extent. I think the game will be more satisfying for most players if there are fewer safety gloves. [/QUOTE]
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