Then you've failed to accomplish your objective. It could be because of bad luck, poor adventure design (maybe the DM used too many monsters or too powerful monsters) or poor decision-making on the part of the players (maybe they attacked monsters they could have evaded), but whatever the reason, you now have to deal with the consequences. It's a more unforgiving playstyle, but it isn't impossible to pull off.The problem is when you're not in a stress-free environment, such as in the middle of a dungeon exploration or a time critical mission such as "stop the evil cleric ritual before the next new moon", which are quite common scenarios.
I think I've finally realized the source of perhaps one of the disconnects.Or did he mean that a cleric is required *if* you wanted characters to regain hit points FASTER than through normal overnight recovery?
Yes, if the adventure is one adventuring day in length. If the adventure is two or more adventuring days in length, then the length of downtime between adventuring days for a party of non-healers may become an issue.1. Should the Core require Cleric healing? Is it OK to have a party of four non-healers survive an adventure long enough to get loot and go home?
As others have mentioned, the Basic game only requires cleric healing.2. Should the Core require Cleric healing? Is it OK to have different classes (Warlords, Bards, etc) that also fulfill the required healing role?
It's okay to have such abilities, and adding them would extend the adventuring day. However, none of these would actually make a cleric obsolete since during the adventure, the presence of a cleric with healing spells means that the healing spells will need to be used to get to the end of the standard adventuring day, and between adventuring days, none of these abilities actually work to reduce the downtime.3. Should the Core require Cleric healing? Is it OK to have different types of abilities that work similar mathematically to healing (temporary hit points, parrying, dodging, etc) and one of those be required?
Sorry stream of conciousness with mulitple streams getting crossed probably mangled that expression (insomnia what an idiotic blessed/curse).Due respect, but how does this leap make sense?
I am an incredibly offensive fighter I take down enemies fast enough the party doesnt even get targetted... why am I not making survival easier?Having someone to magically seal wounds is OBviously going to make survival easier.
Not sure why you dont see that game elements influence player and dm behavior by creating functional rewards those who 5MWD are being influenced by the game creating rewards of empowerment.influence it simply does not have.
This is probably a branching off topic the original 4e classes are no more or less balanced by changing those durations but a fighter in Next would be far more valuable than a spell caster in NEXT with that adjustment.I...ok. I don't know how else to put it. So...if the Basic game said, "You don't need a cleric to heal. Natural healing requires 1 week in a secure restful environment to return to full HP. You just have to survive long enough to get back to that secure restful environment." THAT would be ok with you? Or that is somehow still making a cleric "obligatory"?
Besides, here is still the fact that the DM could run a fighter NPC to go along witht the party, or if the system is as simple to run as they are promising, have the most skilled player handle both a fightbot and another more active PC, or even better give the party shared ocntrol over the fightbot. It isn't as if it is the end of the world just because the fighter is intended as the main source of deadliness and nobody feels up to play one.
If you really feel the urge to replace, trivialize and/or obsolete the fighter then run standard or advanced, simple as that.
I feel that a lot of people are still not getting what it is about Clerics that appeals to people who actually like playing Clerics. They need to have a noticeable impact on the group's stamina.
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Having a cleric in the party increase your average adventuring day from 4 encounters to 5 sounds about right to me.
I feel that a lot of people are still not getting what it is about Clerics that appeals to people who actually like playing Clerics. They need to have a noticeable impact on the group's stamina.
For every group of jerks who forces somebody to be a cleric when they don't want to, there's a group of not-jerks who don't force anybody to do anything, but give the person who does decide to be a cleric props and positive vibes. Cleric players like that.
Having a cleric in the party increase your average adventuring day from 4 encounters to 5 sounds about right to me.
There is no connection between having to take other roles and the existence of "mundane healing" not sure what makes you think there is... the Pacifist Cleric is an interesting build that comes to mind (basically the best Healer in the game).And yes, mundane healing takes away from that play experience, it forces the cleric to take on rolls that aren't enjoyable for those types of players.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.