Help Please: Losing Cleric - How to Replace with Magic Items?

I would not try to house rule the game just because a player is missing.

Easiest way would be to let the cleric run along with the group, controlled by the GM.
Otherwise, if the player doesn't want that to happen, introduce a strange NPC which got the same goals as the players do and join forces.

Other option is to introduce an artifact to the group, which leaves the group the moment the work is done and the cleric returns. As artifact let it use healing on pcs as needed (but restrict the uses!) without the players knowing about it. You could even introduce an enemy which is to hard for the players to kill and the artifact saves them, but vanishes with the enemy...

There are many ways without the need for players to let go of rules they got used to (4 levels take some time). ;)
 

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Hi:

The player of our (only) cleric will not be able to attend a string of upcoming sessions. While we talked about just roughing it without the cleric, that won't work for us. It's a combat-intensive campaign and we need that healer. Badly.

So...we talked about options. One guy could run two characters. One guy could switch characters temporarily. We could add a new player to the group, so long as he ran a cleric. We could have the DM run a cleric NPC.

Suffice to say: We decided not to do any of those options, for a number of reasons that will take to long to articulate.

What we did decide to do was to come up with some mechanical way to balance the loss of the cleric, and that is precisely where I need your help.

I have six PCs of 4th level. (It was seven PCs until we lost the cleric for a bit.) I'm wondering what mechanically could be done to make up for the loss of the cleric.

Right now, back of the envelope, we're looking at:

(1) Second Winds are free actions.
(2) You get three Second Winds per day.
(3) Using a Second Wind allows you to make an immediate save against a single active effect that a save can end.


Too much? Too little? Help please.

WP


I have the perfect solution for you but for a number of reason that will take to long to articulate.
 

Sunglare said:
I have the perfect solution for you but for a number of reason that will take to long to articulate.

I was about to say you win the award for best suggestion, until I saw you were simply throwing my words back at me. Touche, Sunglare. Touche.

At any rate - great ideas on this thread, and thanks for them.

In the end we decided the suggestions to not house rule the game in the temporary absence of the cleric is the right move. One of my players is going to play two characters - his normal character and a substitute cleric. Normally I frown on folks playing more than one PC, but I think it's warranted in this case.

Thanks again -

WP
 

4E is the first edition where cleric-less adventuring is actually viable. Although missing any sort of leader is difficult... But still possible, depending on how well developed your team's tactics are. I think you'd be fine with a few leader multiclasses, definitely ok if there is a leader-esque character such as a protecting paladin around.
 

I was about to say you win the award for best suggestion, until I saw you were simply throwing my words back at me. Touche, Sunglare. Touche.

At any rate - great ideas on this thread, and thanks for them.

In the end we decided the suggestions to not house rule the game in the temporary absence of the cleric is the right move. One of my players is going to play two characters - his normal character and a substitute cleric. Normally I frown on folks playing more than one PC, but I think it's warranted in this case.

Thanks again -

WP

My DM sits behind me at work and told me to say that!! He threatened my characters life.

On a serious note I'm sorry to hear the original character won't be sticking with the adventure. Is there a good fluff reason he will no longer be able to travel with his companions? Hopefully his budies won't get to far ahead of him in exp before he gets back.
Don't worry to much about somebody playing two characters, it happens sometimes for good reasons. Can't expect people to make every session
 

I was about to say you win the award for best suggestion, until I saw you were simply throwing my words back at me. Touche, Sunglare. Touche.

At any rate - great ideas on this thread, and thanks for them.

In the end we decided the suggestions to not house rule the game in the temporary absence of the cleric is the right move. One of my players is going to play two characters - his normal character and a substitute cleric. Normally I frown on folks playing more than one PC, but I think it's warranted in this case.

Thanks again -

WP

He should give an artificer or warlord a try instead, see how another class plays instead of just filling in for the cleric.
 

He should give an artificer or warlord a try instead, see how another class plays instead of just filling in for the cleric.

We've done that in our game as well. I was playing the leader, but I'm in the military and am often traveling or unavailable. One of the players running the second defender put his defender on ice and pulled out a warlord for awhile. It was enjoyable for all -- he got to try a new role, the group was balanced, and it made story sense.

Where the DM comes in is:
1) Don't punish pseudo-retired characters. Honestly, I would just keep everyone at the same level of XP. So if you swap out your third striker for a leader to fill the gap for a few months, when the striker comes back, they should be at the same level of XP as the rest of the team. Also, they should probably have magic items appropriate to their level (especially armor, neck slot, and weapon/implement).
2) Create story opportunities for old characters to stay behind and new characters to show up. If they are using the side quest system from the DMG, that works fine. There is likely a personal side quest that the retiring character wants to follow up on that can happen off screen.
 

Wait, a Cleric would only be able to use their healing word twice per fight. Include lets say 2 healing powers that can be used in a burst.

I think that with a healers sash and 2 Second Winds per encounter should be more then enough. After all it's not like he didn't have to spread them out usually.

Although I still think having someone else play him is a better solution.
 

In the end we decided the suggestions to not house rule the game in the temporary absence of the cleric is the right move. One of my players is going to play two characters - his normal character and a substitute cleric. Normally I frown on folks playing more than one PC, but I think it's warranted in this case.
Good choice.

Be sure the player playing both PCs can handle the balancing act. It's not always easy.
 


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