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<blockquote data-quote="tlantl" data-source="post: 6041038" data-attributes="member: 55225"><p>Mike Mearls already said, in one of the seminars, that they don't want to do a starter set since it would mean people having to buy game materials twice. </p><p></p><p>I wouldn't count on a starter set for Next to be released.</p><p></p><p>as for spells being designated common to rare, I think that should be a DM's call depending on the game he wants to play. </p><p></p><p></p><p>If the cleric is designed in such a way as to reduce the volume of mage like effects and return to minor buffs and cures then their having access to all of the spells on the list is meaningless. </p><p></p><p>Furthermore if this is an issue for DMs, then they should take a little time and make up spell lists by deity and restrict the cleric's access to different spells. They could also grant their players spells the way we did in AD&D. That way your clerics are not using spells you don't want them to. Of course there are those who will moan about these things and then moan about the solutions much like they do in the 5 minute work day threads. </p><p></p><p>The bottom line is if you don't want certain things in your game then don't use them. You might catch some flak from your players but I'm sure that they will understand if you explain why you are making those restrictions. </p><p></p><p>As far as I'm concerned clerics are healers and if someone wants to play a cleric in my games they are going to take healing spells.</p></blockquote><p></p>
[QUOTE="tlantl, post: 6041038, member: 55225"] Mike Mearls already said, in one of the seminars, that they don't want to do a starter set since it would mean people having to buy game materials twice. I wouldn't count on a starter set for Next to be released. as for spells being designated common to rare, I think that should be a DM's call depending on the game he wants to play. If the cleric is designed in such a way as to reduce the volume of mage like effects and return to minor buffs and cures then their having access to all of the spells on the list is meaningless. Furthermore if this is an issue for DMs, then they should take a little time and make up spell lists by deity and restrict the cleric's access to different spells. They could also grant their players spells the way we did in AD&D. That way your clerics are not using spells you don't want them to. Of course there are those who will moan about these things and then moan about the solutions much like they do in the 5 minute work day threads. The bottom line is if you don't want certain things in your game then don't use them. You might catch some flak from your players but I'm sure that they will understand if you explain why you are making those restrictions. As far as I'm concerned clerics are healers and if someone wants to play a cleric in my games they are going to take healing spells. [/QUOTE]
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