ForceUser said:
Sure. I tend to feel that a healing NPC is less cheesy than a wondrous magical item of healing, is all. I remember an early 3E campaign in which we lacked a cleric, and the DM allowed our 4th-level party to find a powerful magical orb that was essentially a 4th-level cleric sans corporeal body, personality, or non-healing spells. It really broke verisimilitude for me.
Finding a cleric to adventure with you could be an adventure in and of itself. Unless it's a special item designed like the one mentioned above, there really is no substitute in the core rules for a cleric. Wands and potions are great downtime healing but poor stopgaps while damage is flying. A 7th-level party of three fighting a hill giant without a cleric - even one with a few potions of cure serious wounds - is in for a world of hurt unless they are clever, lucky, or both. There's just no getting around the classic "fab four" model once the
fight starts. As long as players realize this, accept it and adjust their thinking appropriately, then they have the makings of an interesting non-standard campaign. Even with fighters in the group, adventures become more about finding ways around combat than through it. With the right DM this can be a rewarding style of play. But you can't try to work your way through an adventure without a cleric while engaging foes as though you had a cleric. That tends to result in TPKs.
Well, I definitely agree that there's really no replacement for a cleric...
Other than a cleric.
And, a lot of healing spells isn't really something I'd recommend in an item.
And the item of cure light wounds 5x a day.... that was completely useless except for after the battle healing. Sure, you can stop and heal yourself d8+1 hp instead of attacking that round, but then you're likely going to take d8+3 HP from the guy swinging the sword at you.
And an AoO from quaffing the potion.
It was mainly a healing up after the fight thing, to stop us from having to sit around for several days to get back up to full strength.
But, I agree, questing for a cleric is a great idea, and NPC clerics are good, and can be fun for the GM. But I still hold this up as an option. As for the gestalt characters meantioned above...
I've read about 'em, and they're OK.
But I'd say that they're MUCH more powerful than most magical items (at least than any I'd allow the party to have). While in many ways not as strong as two characters of the same level, definitely at least 50% stronger than a normal character. .. and in some ways stronger than two characters of that level.
I'd sooner give them all a free level of cleric than allow the gestalt characters. ... I just think that they're too uber.
Of course, when everybody is, well, that equals things out again.
But it's a much higher power level than I'd want a character to be at.