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#19 |
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Join Date: Nov 2005
Location: Midwest, USA
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So, I planned on the cleric being the band-aid, because the group needs one. There might not be any undead. I don't think there should be undead in this dungeon, but they are such a staple that it's hard to think of any dungeon as not having them. There won't be demons or elder things. Such things will exist in the adventure, just not this dungeon.
It's been suggested that I sink the points into PI 5 and to get Bless, but I don't think that would be fun for the player. Not that being the walking first-aid kit is the most desirable, either. However, Faith Healing seems to be pretty expensive too. With only 45 points in advantages, Faith Healing costs 33. Yikes. The trouble I have with this is that Faith Healing is +20%. On first glance, it seems to me it should almost be limitation rather than an enhancement considering behavior restrictions and the suggestion that the creature healed should possibly be inline with the deity. That, to me, is at least a wash at +0%. Standard healing "works on your own race and on all 'similar' races. In a fantasy campaign, for instance, all warmblooded humanoid races (elves, dwarves, orcs, halflings, etc.) would be 'similar.'" So, under what circumstances would it be worth a whopping +20% to heal something so different than humans, elves, dwarves, orcs, halflings, etc.? To me, Faith Haling also seems to be a bit redundant with Power Modifier: Holy. PM says you have to have behave right, but Faith Healing already mandates that. Basically, I'm quibbling over 6 points, but still. Am I totally off on this? Are Clerics not big-time DF healers? We need a combat medic. Is Faith Healing and extra FP not the way to go? |
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| Tags |
| dungeon fantasy |
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