| Post/Author/DateTime | Post |
|---|---|
| Duregar Stonehammer03-14-06, 05:10 PM | We aren't sure about this in our group. Can clerics - as written - heal themselves of disease, poison, curses, ability drains, etc.? If so, it seems a little "ho-hum"- "oh, my cleric just contracted an ability draining disease or suffered a similarly draining attack from an NPC? That's ok, we'll just rest and I'll heal myself or cure it via spell after I pray for the right spell in the morning." In our group, we've been considering making the cleric unable to heal or cure themself of these type of things. In such a scenario, the cleric can heal and cure others with power from his diety (of course), but must rely on others for his own healing (other than normal HP wounds) as a test of faith in his diety to provide a source for healing or curing. |
| gbnogkfs03-14-06, 09:12 PM | why not? the restrictions on every spell's target are clearly written: nothing prevents a cleric to cast a CLW on themselves |
| Mitchell03-14-06, 10:06 PM | Yes clerics can cure themselves. If you have a problem with the "Ooops, my cleric got poisoned... Let's stop and rest for the night" scenario (especially after they just woke up and got poisoned two hours into the day), then don't let them rest. Send in the monsters every so often to prevent them from getting the 8 hours in, or if they are on a time sensitive mission, then too much resting is counter-productive, especially if they are awarded mission xp, as opposed to individual challenge xp. All that is achieved by telling players that clerics can't heal/ cure themselves, and the same should extend to druids, and bards if they have any affliction relief (can't remember), is that parties will start packing them in twos. Did you really achieve anything in this case? |
| Duregar Stonehammer03-15-06, 09:54 AM | Ya'll are right. The spell descriptions are usually quite clear, and those are good ideas about preventing or disrupting the party's rest. I'm a new enough DM that I hadn't come up with that yet. That does bring up a good question - is there a good explanation anywhere on how to keep track of the passage of time in game? Day to day is simple enough, as well as traveling, but if they're looking around in a dungeon or roleplaying with NPCs, or rolling gather info checks, how do you determine how much time has passed? What about hunting and setting up camp, getting rooms in towns and procuring supplies? Somehow I've missed that in the DMG & DMG2. |
| kalstrand03-15-06, 05:16 PM | Keep in mind divine casters don't need the 8 hours of rest arcane casters need. They simply must meditate/pray at the proper time of day to regain their spells. Like arcane casters they can't regain spells used in the last 8 hours. |
| Duregar Stonehammer03-16-06, 12:54 PM | thanks, I'm re-reading the rules on the wizard and cleric spellcasters since we have both in the party. Thanks again. |
| vanquo03-16-06, 01:16 PM | thanks, I'm re-reading the rules on the wizard and cleric spellcasters since we have both in the party. Thanks again. if you want to deny arcane casters the rest time at night in order to regain their spells without sending waves of monsters in, perhaps there is an enemy spellcaster with the "Nightmare" Spell :cool: .... |