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My group wants to access the cleric spells whenever the healer is absent from the session...
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<blockquote data-quote="Klaudius Rex" data-source="post: 6997754" data-attributes="member: 6807408"><p>I'm DMing Out of the Abyss, and my players are at 13th-14th level, and almost done with the game, but I still want to hear a discussion about this.</p><p></p><p>normally when a player is absent in my game, we (as a group) have decided that the character of the absent player still tags along for the adventure, but is sick or has temporary madness and therefore not able to participate in combat or social interactions. if they're serious players, I don't let them fall too far behind the level curve, but for the most part, everyone understands that attendance is a strict priority, and they all love to come and play anyways.</p><p></p><p>but from time to time, stuff comes up for whatever reason, and a player can't make it. That's fine. No real penalty. I think it's important to take care of the priorities in real life over going on "Realms shattering" quests in a fictional game.</p><p></p><p>today, the cleric couldn't make it. I had 4 players (which is the minimum amount of players I want to run a session). They were on the ropes real bad. And without a cleric, the paladin was struggling to pick up the slack. Luckily, they escaped a small horde of black puddings in the Underdark, and yearned for some auxiliary healing from the cleric as an NPC.</p><p></p><p>I felt bad bad for them.</p><p></p><p>but I stuck to my guns and decided against allowing healing from an absent player. So, they fled from battle, which left a sour taste in thier mouth. the cleric isn't absent all the time. But should I allow my group a bit of relief from the cleric as an NPC?</p><p></p><p>anyone have this problem? What do you do? </p><p></p><p>i worry that they may want access to the rogues disarm traps skill when the rogue player isn't there. A Rangers tracking? A wizards magic missile? </p><p></p><p>Where does this end?</p></blockquote><p></p>
[QUOTE="Klaudius Rex, post: 6997754, member: 6807408"] I'm DMing Out of the Abyss, and my players are at 13th-14th level, and almost done with the game, but I still want to hear a discussion about this. normally when a player is absent in my game, we (as a group) have decided that the character of the absent player still tags along for the adventure, but is sick or has temporary madness and therefore not able to participate in combat or social interactions. if they're serious players, I don't let them fall too far behind the level curve, but for the most part, everyone understands that attendance is a strict priority, and they all love to come and play anyways. but from time to time, stuff comes up for whatever reason, and a player can't make it. That's fine. No real penalty. I think it's important to take care of the priorities in real life over going on "Realms shattering" quests in a fictional game. today, the cleric couldn't make it. I had 4 players (which is the minimum amount of players I want to run a session). They were on the ropes real bad. And without a cleric, the paladin was struggling to pick up the slack. Luckily, they escaped a small horde of black puddings in the Underdark, and yearned for some auxiliary healing from the cleric as an NPC. I felt bad bad for them. but I stuck to my guns and decided against allowing healing from an absent player. So, they fled from battle, which left a sour taste in thier mouth. the cleric isn't absent all the time. But should I allow my group a bit of relief from the cleric as an NPC? anyone have this problem? What do you do? i worry that they may want access to the rogues disarm traps skill when the rogue player isn't there. A Rangers tracking? A wizards magic missile? Where does this end? [/QUOTE]
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My group wants to access the cleric spells whenever the healer is absent from the session...
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