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D&D without the Cleric
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<blockquote data-quote="Tony Vargas" data-source="post: 6667551" data-attributes="member: 996"><p>I've run campaigns where no one played a cleric (in 4e, it's trivial, but I've also run 4e games where no one played a 'Leader'), and I've run a campaign where almost everyone played a divine character of some sort (2e, with the CPH and every priesthood customized & interesting). It's a matter of going the extra mile to tailor the game to the party's capabilities. Less healing means more frequent rests, which means that rest-recharge powers are relatively more powerful, which you have to take into account.</p><p></p><p>Some players react badly to tailored campaigns - even though, in a sense, all campaigns are to some extent. 'Knowing' that you're placing extra potions or otherwise compensating for the lack of the critical 'bandaid' role is hard on players like that. You can just not tell them - you can even tell them that you're not doing any such thing, the module had those healing potions, you rolled them randomly...</p><p></p><p>Of course, there are alternatives to the cleric - other classes do have Cure Wounds and the like on their spell lists. The Druid and Bard are the closest substitutes. Unless it's having any class dedicated to healing, or having magical healing, at all, that's the issue, there are alternatives in 5e.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6667551, member: 996"] I've run campaigns where no one played a cleric (in 4e, it's trivial, but I've also run 4e games where no one played a 'Leader'), and I've run a campaign where almost everyone played a divine character of some sort (2e, with the CPH and every priesthood customized & interesting). It's a matter of going the extra mile to tailor the game to the party's capabilities. Less healing means more frequent rests, which means that rest-recharge powers are relatively more powerful, which you have to take into account. Some players react badly to tailored campaigns - even though, in a sense, all campaigns are to some extent. 'Knowing' that you're placing extra potions or otherwise compensating for the lack of the critical 'bandaid' role is hard on players like that. You can just not tell them - you can even tell them that you're not doing any such thing, the module had those healing potions, you rolled them randomly... Of course, there are alternatives to the cleric - other classes do have Cure Wounds and the like on their spell lists. The Druid and Bard are the closest substitutes. Unless it's having any class dedicated to healing, or having magical healing, at all, that's the issue, there are alternatives in 5e. [/QUOTE]
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