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Post by geoffrey on Sept 5, 2009 15:43:12 GMT -6
First of all, let me note that (with one exception) I find all the arguments against level drain unpersuasive. "Pity the poor, undeserving players!" particularly goes nowhere with me. So here's why undead draining levels from clerics just doesn't work for me:
The cardinal enemies of the undead are Lawful clerics. As they rise in level, they get better at turning undead. Ironically, though, the more wights, wraiths, spectres, and vampires that clerics confront, the less able the clerics are to turn them!
What do you think about making clerics immune to level drain?
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fitz
Level 2 Seer
Posts: 48
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Post by fitz on Sept 5, 2009 16:36:01 GMT -6
Why would they be immune? And why should they? They already have access to anti-undead protection that other classes don't (cf. Protection From Evil spell)
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Post by geoffrey on Sept 5, 2009 16:47:41 GMT -6
Why would they be immune? And why should they? They already have access to anti-undead protection that other classes don't (cf. Protection From Evil spell) It's kind of like the cleric's gods are playing mind games with him: "Go and destroy the undead, even though in so doing you'll get less and less good at it. Not only will you be less able to turn the undead, we'll give you fewer spells, too. Godspeed!"
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Post by coffee on Sept 5, 2009 18:07:03 GMT -6
The message the gods are teaching the clerics is this: Strike first.
Just meeting undead doesn't make the clerics worse at dealing with them. Getting hit does that. So if they strike first and take out the undead before they get hit, they won't get worse (and since they'll get experience, they will actually get better.)
Remember, be ready to turn! And let the fighters take the front rank!
If this goes on, Clerics will be immune to death, too -- after all, they have a 'raise dead' spell...
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Post by geoffrey on Sept 5, 2009 18:27:54 GMT -6
Full disclosure: I have no dog in this hunt. First, there are no clerics in my Carcosa campaign, and none of the three types of Carcosan undead drain levels, anyway. Second, in the more traditional D&D campaign I'm planning, there are either no undead, or they are vanishingly rare. So in neither case will the issue actually come up in my games (except perhaps in the rarest of circumstances). I'm just thinking out loud, here.
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Post by waysoftheearth on Sept 5, 2009 18:37:35 GMT -6
I am not in favour of "total immunity" in any flavour. It eliminates risk, and therefore the excitement and reward that risk generates.
Take it to its most ridiculous extreme; Not only is the cleric immune to level drain, he cannot he harmed by undead at all. In fact, undead are vaporised instantly if the cleric so wishes, revealing little piles of treasure amid their smouldering ashes.
There's no longer any risk to the cleric. It lessens his whole experience of the game.
I would far prefer a less than absolute effect. Say, at a certain level, clerics effectively have a continuous, personal, protection from evil effect with regard to undead -- so long as they have their holy symbol about them of course!
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Post by Haldo Bramwise on Sept 5, 2009 20:42:33 GMT -6
Go and destroy the undead, even though in so doing you'll get less and less good at it. Not only will you be less able to turn the undead, we'll give you fewer spells, too. Godspeed!" Gosh, the longer I pastor, the churches get smaller and the pay gets less. Yep, sound about right to me. ;D No, really, of all the classes, clerics should understand the threat fo undead the most. I don't think they should be immune.
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Post by kenmeister on Sept 22, 2009 14:08:07 GMT -6
The negative plane protection spell added for clerics in Unearthed Arcana is really what you are getting at.
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Post by machfront on Sept 22, 2009 16:45:00 GMT -6
No, really, of all the classes, clerics should understand the threat fo undead the most. I don't think they should be immune. Exactly. Immune? No. Prepared? Yes!
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Post by coffee on Sept 22, 2009 20:55:37 GMT -6
The negative plane protection spell added for clerics in Unearthed Arcana is really what you are getting at. This makes sense, although I don't recall the specifics of the spell. I'll have to dig that book out and take a look. Although I'd probably want to call it something else. I don't like the whole "these are the planes, whether you like it or not!" attitude of AD&D. Sure, I know they were introduced in The Dragon back in the OD&D day, but it's still only one interpretation of cosmology. I'd allow such a spell as a "Life Protection", though, without quibble.
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Post by chgowiz on Sept 23, 2009 7:52:30 GMT -6
Maybe allow the cleric a Save vs. Spells to resist the draining, but it takes him out of the fight for awhile?
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