Bacon Bits
Legend
As a DM, I don't have a problem with how my PCs play. Even if I think it's a suboptimal or poor choice, I don't really care. That isn't my job. The PCs manage how they fight together, not me. If those choices get them killed then those choices get them killed. I can't remotely imagine one of the PCs asking me to get involved in their tactical disagreements, and it's even less likely that I would actually do so.
As a player, I've played in parties that don't have magical healing in 5e at all. They work fine, and it's really not difficult. You just short rest and spend hit dice and pay for healing potions. You learn that you don't continue adventuring when you're out of hit dice. If you're about to go down in combat, you disengage and run away because the alternative is death. This is what you do in TTRPGs that don't have combat healing -- which is most TTRPGs. In both campaigns we've run way we did issue magic items that recovered all hit dice each long rest instead of half, but that's solely because we wanted to eliminate empty downtime and maintain the pace of play that we enjoy.
If a cleric has told the party they're planning to spend their spells on things other than healing, then that's fine. You just play as though you didn't have magical healing. If you happen to be healed magically, then it's an unexpected benefit.
This is the reason that 4e made healing be mostly a target fueled resource and only require a minor action from the leader. It's also why PCs got Second Wind (to heal themselves) and why many non-leader classes had Second-Wind-like powers (especially defenders). But then 4e is a role-based game, and 5e is a class-based game. Classes may imply certain roles, but they do not demand or require them.
As a player, I've played in parties that don't have magical healing in 5e at all. They work fine, and it's really not difficult. You just short rest and spend hit dice and pay for healing potions. You learn that you don't continue adventuring when you're out of hit dice. If you're about to go down in combat, you disengage and run away because the alternative is death. This is what you do in TTRPGs that don't have combat healing -- which is most TTRPGs. In both campaigns we've run way we did issue magic items that recovered all hit dice each long rest instead of half, but that's solely because we wanted to eliminate empty downtime and maintain the pace of play that we enjoy.
If a cleric has told the party they're planning to spend their spells on things other than healing, then that's fine. You just play as though you didn't have magical healing. If you happen to be healed magically, then it's an unexpected benefit.
This is the reason that 4e made healing be mostly a target fueled resource and only require a minor action from the leader. It's also why PCs got Second Wind (to heal themselves) and why many non-leader classes had Second-Wind-like powers (especially defenders). But then 4e is a role-based game, and 5e is a class-based game. Classes may imply certain roles, but they do not demand or require them.