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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="Harzel" data-source="post: 6997769" data-attributes="member: 6857506"><p>Where I think I would come down on this is that an RL issue for one player should not gimp everyone else's fun. You said that your current ruling is in-line with a decision that was made by the group. Presumably, the group made that decision because they thought that would be the most fun. If it is not turning out that way, then I would think revisiting the decision would be appropriate. And if you all decide to allow absent players' characters to participate as NPCs, I don't see anything wrong with disarming traps or tracking or firing off MM.</p><p></p><p>I do have an unusual version of the problem: one of my players died. But his wife is still playing and decided to have the deceased's character continue to participate until we can find a good situation for him to have a heroic death. It seemed appropriate to go with her decision.</p></blockquote><p></p>
[QUOTE="Harzel, post: 6997769, member: 6857506"] Where I think I would come down on this is that an RL issue for one player should not gimp everyone else's fun. You said that your current ruling is in-line with a decision that was made by the group. Presumably, the group made that decision because they thought that would be the most fun. If it is not turning out that way, then I would think revisiting the decision would be appropriate. And if you all decide to allow absent players' characters to participate as NPCs, I don't see anything wrong with disarming traps or tracking or firing off MM. I do have an unusual version of the problem: one of my players died. But his wife is still playing and decided to have the deceased's character continue to participate until we can find a good situation for him to have a heroic death. It seemed appropriate to go with her decision. [/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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