MerlinCross wrote:
Excaliburproxy wrote:
PossibleCabbage wrote:
I feel like "how does a party with or without a cleric, manage to keep not-dead or incapacitated throughout their career" is going to be a major question worth considering throughout the playtest since there are multiple systems at play here, not just resonance (which one's alchemical items and skill feats will not interact with.)
Honestly, I think managing your resources to make that happen is a lot more fun. It also makes the healing you get as a cleric more useful and cool since you don't get it for free after every fight.
I dislike having to manage 1 thing into about 5 different things. You don't split up your HP into your arms and legs do you?
You could also actually make a cleric and... Not get CLW wands?
That's crazy talk. The math and community says to always pick them up, horde them, never actually DO anything in combat that is actually WORTH more than CLW wand charges because you're just wasting resources at that point.
Yeah no, I'm done arguing here. This line of thinking is why every Familiar guide reads "GET one that uses WANDS", every spell list the same bloody collection, and dumping CHA to 6 if NOT lower seems to a given.
I'll see how to break this system, turn around to write up the playtest info, and then just remove it. Because I can do that. Much like DM's can remove Leadership, CLW wands, Spells, and Summoners.
Wait one of these things is not like the other. One of these things never got touched by the community for some reason even though it was COMPLAINED to heck and back it seems.
I'm having a hard time following this one.