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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="Mercule" data-source="post: 6998095" data-attributes="member: 5100"><p>This is my general preference: Narratively, the absent player's character is still there. He may be guarding the party's six, there might be another foe or three that have him pinned down (but that he dispatches), or any other excuse people want to have -- sometimes it's explicit, sometimes it isn't. </p><p></p><p>Nevertheless, there are times when it actually breaks the narrative or grossly changes the flow of the game (from routine to a planning ordeal) to have a particular resource absent. The healer is the most obvious one, but there have been a few others. This is where I turn it back on the players....</p><p></p><p>I will allow character resources to be used only so far as I have access to an up to date character sheet. For the Cleric example, if you gave me a sheet when you leveled up, I'll assume you have half your spells available, at any given time and they are available as healing. If you give me a "standard" list of prepared spells, I'll work with that, but still assume you'd cast some (half) last session. Give me a list every time you prepare spells and I'll do whatever I can that seems in character.</p><p></p><p>You can also choose how active your character gets to be. I can handle playing another character, mechanically/tactically. I won't have your character talk, but I'll let someone else use your face-character's Persuasion skill for what the group deems appropriate. If you're willing to have your character contribute fully, though, I open the character up to the natural consequences of such -- including death.</p><p></p><p>Basically, I leave it to the players to determine what happens when they aren't there. The risk/rewards are balanced and fair. If the player doesn't step up as the rest of he group would like (whether intentionally or because he keeps "forgetting" to give me info) then the other players can take it up with him, not me.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6998095, member: 5100"] This is my general preference: Narratively, the absent player's character is still there. He may be guarding the party's six, there might be another foe or three that have him pinned down (but that he dispatches), or any other excuse people want to have -- sometimes it's explicit, sometimes it isn't. Nevertheless, there are times when it actually breaks the narrative or grossly changes the flow of the game (from routine to a planning ordeal) to have a particular resource absent. The healer is the most obvious one, but there have been a few others. This is where I turn it back on the players.... I will allow character resources to be used only so far as I have access to an up to date character sheet. For the Cleric example, if you gave me a sheet when you leveled up, I'll assume you have half your spells available, at any given time and they are available as healing. If you give me a "standard" list of prepared spells, I'll work with that, but still assume you'd cast some (half) last session. Give me a list every time you prepare spells and I'll do whatever I can that seems in character. You can also choose how active your character gets to be. I can handle playing another character, mechanically/tactically. I won't have your character talk, but I'll let someone else use your face-character's Persuasion skill for what the group deems appropriate. If you're willing to have your character contribute fully, though, I open the character up to the natural consequences of such -- including death. Basically, I leave it to the players to determine what happens when they aren't there. The risk/rewards are balanced and fair. If the player doesn't step up as the rest of he group would like (whether intentionally or because he keeps "forgetting" to give me info) then the other players can take it up with him, not me. [/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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