Do we need a Leader?

The player of my party's cleric just quit the game (not happy with the combat length in 4e among other complaints). Assuming we continue the campaign (I need to talk with the other players about whether they are happy with the system and campaign), is it possible to continue without any Leader type character? I can give them access to a cache of healing potions, but I'm not sure if that really replaces a cleric. Are there any magic items that essentially substitute for a healing word spell?

I may end up trying to recruit a new player to play a Leader class, but in the meantime, what can I do to make the game still reasonable if we continue without the cleric? I don't want to run a DMPC, so that option is not on the table. I might be willing to use some kind of medic type of NPC companion that can enhance their healing surge value after combats if that would help.
 

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A party can run without a healer, especially if the DM gives out a lot of potions. Combat will be harder, but it can be done.
 

The companion rules in the DM2 might be worth looking at.
I'll consider it, although I prefer not to add another character to the initiative list. My players typically say "not it!" whenever one of them is absent and somebody else has to run the absent player's PC. I would prefer not to saddle them with having to run another character (even though the companion stat blocks are nice and light), and I definitely don't want to do it myself.
 

I might be willing to use some kind of medic type of NPC companion that can enhance their healing surge value after combats if that would help.

That would help them make their surges last longer, which would help them tackle more encounters in a day. The real problem with no Leader, though, is the reduced access to surges during combat. Multiclass Leader feats often grant a daily usage of the class's healing ability. If one or more party members took one of those, it would help. Maybe a homebrew magic item:

Boots of Walking It Off
lvl (whatever you need) item
foot slot
Encounter Power: (one of the Leader healing abilities)
 

I would suggest that the party have someone capable of healing. However, that need not necessarily mean having a dedicated healer. Suggest that everyone take the first MC feat into one of the leader classes; that will give everyone a once per day ability to heal. I do not believe that would replace having an actual leader, but it should help.

If someone is planning to make a new character, I would probably suggest a Warlord instead of a Cleric. With the smaller party size, I think it would benefit the party to have a leader who is more flexible. Clerics are great at healing, but, IMO, they are not as flexible as some of the other leader classes; I suggest Warlord because I believe it has the best ability to be able to pick up slack in other role areas when the need arises.
 

Most people think of leaders as healers but in fact, they're really like anti-controllers. In heroic, as long as you have a lot of healing potions, you won't find things too tough without a leader, but once you hit paragon and start getting debuffs and effects thrown around, you're pretty much screwed without a leader.

Leaders buff, debuff, remove debuffs, heal and grant extra actions outside of the normal action economy. I consider them a must have of the triumvirate: defender, leader, striker. Controller is the only role I feel isn't necessary for a balanced group.
 

In my current game, the PCs are 13th level (almost 14th) and have gone almost the entire way without a "leader". For a variety of reasons, the players of the leaders that we have had tend to drop out after a few sessions. That being said though, the party does not lack for healing in the slightest.

Some of this has to do with the classes that are being played. The paladin has specced for a ton of healing for a non-leader. The Swordmage also has a lot of damage prevention/reduction. On top of this, I had instituted a house rule whereby healing potions gave back a surge one for one (i.e. spend a surge to regain a surge). Still not as effective as leaders (or even the paladin most of the time) but definitely helps.

Finally, there are a host of magic items that help. Cloak of the Walking Wounded, Healer's Gloves, Armor of Dwarven Vigor (or somesuch), Amulet of Life, Medic Weapon, etc., etc. All of this combined has allowed characters to go from unconscious to almost full in one round.

So the short answer is that no, the party does not need a true leader. However, they may end up taking options that they hadn't really planned for.
 

So the short answer is that no, the party does not need a true leader. However, they may end up taking options that they hadn't really planned for.

And I bet your combats are long and drawn out.

What happens when you have debuffs stacking on PC's? Immobilised, stunned, dazed?
 

Actually leaderless combats are fast and furious. You have two options. Kill them fast, or die.

With MM3 damage expressions in play, a leaderless party is going to have difficult encounters and short adventuring days if you stick with recommended XP budgets and use good monsters tactics (particularly when team monster gets initiative). Of course, as DM, you can compensate for both, using lower level encounters, and providing healing fonts, surge restoration and the like when you want longer adventuring days, so ultimately, it's not a big deal.

Try it out, if your players are happy, great, if one of them wants to switch to a leader, that's fine too. For my personal taste, I like having a leader in the group, as I feel they add good tactical options to party dynamics other than healing, and I enjoy those options.
 

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