On How Clerics Really Work
Aleena, R.I.P. |
In a campaign without a cleric, the simplest wound takes days to heal. Much like the real world, you might be laid up in bed for a week or more.
But in the world with a cleric, behold! The very next day it is time to descend again into the depths.
Perhaps a very subtle thing was missed.
In Men and Magic it states:
"The number in each column opposite each applicable character indicates the number of spells of each level that can be used (remembered during any single adventure) by that character."
What if it meant exactly what the meanings of the words implied it means? (What are the chances, right?)
What if spells can only be used during any single adventure.
The cleric gains her spells because she is seeking out danger for her deity. If she stays home, she is granted no spells. Only when she leaves home to defeat evil does she have access to her magic. [Tweet this]
How different would the world be then. Wounds, and the choice to take a healing spell, would actually mean something then. Players would be forced to heal at natural rates. You no longer have to account for a world where every wound and disease is healed.
After all, the cleric can both fight and cast spells. Were they not the original fighter/wizard, Gish in modern parlance?
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