ARandomGod
First Post
Targeteron said:Hello,
even though i have GMed several games, I had to take a brake for about 3 years. Now I am starting up a new group with my friends. It will be my first 3e group to run, one of my players plays regularly in another group so knows what he is doing, the other 2 have no real clue about 3e.Should be enough of a setup.
Now, I kind of face a problem, for me at least. Firstly only 3 players wich is not much, second the classes are Fighter(Archer), A Wizard/Rogue and a Barbarian. I think the party will be ok on the damage dealing departement, since their stats are quiet good. But I am worried about the lack of a cleric.
I humbly ask for your help and suggestions how to handle this. I dont want to simply give them a Cleric NPC to tag along, wich I find too "cheesy". And I dont want to "force" one of my players to play a cleric either.What would you suggest are alternative and interesting means of providing them healing opportunitys/abilities? Every Help is really appreciated.
Look up the SRD, under "Magic items, basics and creation":
http://www.wizards.com/d20/files/v35/MagicItemsI.rtf
And you'll find that you can make magic items with a certain number of uses per day, that any character can use as if that character could cast the spell. Healing spells are not specifically excluded, and, indeed there are wonderous items wherein certain ones are specifically included (see prayer beads, althought those are one use only items, it's still a precedent to include such items)
You'll discover, after some lightly confusing writing, that a belt of Cure Light Wounds, suggested cost is approximately 360 gold pieces per charge per day. Further reading may also suggest to you that five uses per day would cost 1800 gold peices, and that would be identical to the cost of an item that can do it an unlimited number of times per day...
I meantion this unlimited part to show that the "suggested price" really should be taken as a suggestion. Because being able to cast that an unlimited number of times per day is immensely stronger than a ring of regeneration (well, as long as no parts are amputated...)
And, fdurther reading could result in the realization that you don't have to attach the wonderous item to a body slot like "belt", and this only doubles the cost, therefore 640 gold per charge per day.
I've played in a campaign with no cleric, where we each have one of these "spellstones", that can cast cure light up to five times a day. Cost, 3,200 each. Sure, pricey for a low level campaign. But on a belt it would be only, 1800... still a lot... but well worth it.
And, a more important point in the "I played in a campaign with this item in it", is that it has not unbalanced the game any. Sure, it's like we each have a low level pocket cleric with decent wisdom and the healing domain. Which is also to say that it's as if we each have a magic item that gives us healing abilities similiar to that of a decent low level cleric.
BUT, noone had to play a cleric, and no messy NPC's hanging around.
And you can give them a belt with ONE charge each. Adding charges costs the same 320 gold per charge added. Or 640 if it's to an unslotted item.
I highly recommend the item. And I don't feel that it is against the spirit of the game either. While I know that some people hold healing spells sacred... there are clerical and druidic healing spells of every alignment, and a neutral one would have no problem healing ANY of the alignments, even the extremes... at least not with a low level spell.