Quote:
Originally Posted by Anthony
Even in first edition, a party with a cleric is unlikely to spend more than a couple of days to reach full health. In third edition, wand of CLW spam means full health after every encounter is the norm and what matters is spell recovery, not hit point recovery. Really, if you want lasting injuries in any edition of D&D, you have to prohibit resting.
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AD&D 1 was 1 HP a night for the first 30, then 5 per night thereafter (PHB, 105), assuming resting. Not fast at all. CLW was useful, but if the cleric was in healbot mode, the cleric wasn't useful except as a third rate fighter. Plus, the cleric couldn't pick at casting time which spell, but only at their scheduled prayer time, in advance. So, it took getting somewhere to hole up for a full 36 hours (typically) to get a full heal-spam out of most clerics.
Few cleric players I've met would go along with that, either, not even in "Pick at casting time" 5E.