Cure Paralysis Spell Overlaps with Lay on Hands?
Posted: Sat Jan 18, 2014 10:41 pm
I was rereading the book, and was going through the Cleric spells as I've found the Wizard ones so much more fun to read, so I want to get to know them better. Something I like is the Lay on Hands ability, which removes a lot of book keeping for Clerics, as they just use their Lay on Hands for all hit point loss, ability damage and removing various conditions. No having Remove Disease and Cure Poison as well as Cure spells prepared!
But then I noticed Cure Paralysis is still a spell. I don't know why you would need it on top of having the ability to cure paralysis with Lay on Hands available to every Cleric, which can also do that.
I noted at higher levels it can be used to cure petrification, but that doesn't seem worth it for a spell. As a design philosophy it seems that DCC prefers to narrow down the spell list by using the more powerful spell check results to stack abilities. I really like that, overall. I'm not sure a Cure Petrification spell would fly on it's own, really. Limited utility. I think it comes down to a question that was raised in another recent thread about Cleric spells, which is how they should be determined. If you have to roll, then it's gonna be a crap spell you don't use, unless the Judge specifically puts paralyzing enemies in your path to justify it, or petrifying ones. If you get to pick, barring having no other options, I don't see many Cleric players picking it. I guess limited utility and random spell determination is a common part of the game, so it might just be an intentional partial "lemon". Well, a lemon until everybody gets petrified and needs the Cleric to turn them back.
A simple fix I thought would just be to assign a way to cure petrification with Lay on Hands, maybe 5 dice exchanged for it. Has anyone tried that house rule, or have a compelling reason to keep Cure Paralysis?
But then I noticed Cure Paralysis is still a spell. I don't know why you would need it on top of having the ability to cure paralysis with Lay on Hands available to every Cleric, which can also do that.
I noted at higher levels it can be used to cure petrification, but that doesn't seem worth it for a spell. As a design philosophy it seems that DCC prefers to narrow down the spell list by using the more powerful spell check results to stack abilities. I really like that, overall. I'm not sure a Cure Petrification spell would fly on it's own, really. Limited utility. I think it comes down to a question that was raised in another recent thread about Cleric spells, which is how they should be determined. If you have to roll, then it's gonna be a crap spell you don't use, unless the Judge specifically puts paralyzing enemies in your path to justify it, or petrifying ones. If you get to pick, barring having no other options, I don't see many Cleric players picking it. I guess limited utility and random spell determination is a common part of the game, so it might just be an intentional partial "lemon". Well, a lemon until everybody gets petrified and needs the Cleric to turn them back.
A simple fix I thought would just be to assign a way to cure petrification with Lay on Hands, maybe 5 dice exchanged for it. Has anyone tried that house rule, or have a compelling reason to keep Cure Paralysis?