I'm DMing Out of the Abyss, and my players are at 13th-14th level, and almost done with the game, but I still want to hear a discussion about this.
normally when a player is absent in my game, we (as a group) have decided that the character of the absent player still tags along for the adventure, but is sick or has temporary madness and therefore not able to participate in combat or social interactions. if they're serious players, I don't let them fall too far behind the level curve, but for the most part, everyone understands that attendance is a strict priority, and they all love to come and play anyways.
but from time to time, stuff comes up for whatever reason, and a player can't make it. That's fine. No real penalty. I think it's important to take care of the priorities in real life over going on "Realms shattering" quests in a fictional game.
today, the cleric couldn't make it. I had 4 players (which is the minimum amount of players I want to run a session). They were on the ropes real bad. And without a cleric, the paladin was struggling to pick up the slack. Luckily, they escaped a small horde of black puddings in the Underdark, and yearned for some auxiliary healing from the cleric as an NPC.
I felt bad bad for them.
but I stuck to my guns and decided against allowing healing from an absent player. So, they fled from battle, which left a sour taste in thier mouth. the cleric isn't absent all the time. But should I allow my group a bit of relief from the cleric as an NPC?
anyone have this problem? What do you do?
i worry that they may want access to the rogues disarm traps skill when the rogue player isn't there. A Rangers tracking? A wizards magic missile?
Where does this end?
If the cleric player is absent then I would sort of expect from a player perspective that healing options like potions would be made available to pick up the slack to some degree, since 5e has definitely slid back more towards the classic playstyle of having at least 1 heal-bot. If that wasn't an option then as a player I'd probably move to just cancel that week's session since, as your example shows, they lost to a group of foes that the otherwise would not had their healing not been gimped.
It's important to our group that the characters and their narrative remain constant despite life happening outside of the game. If a player is misses a session, their character remains present within the narrative, but they become a DMPC that only has agency or initiative in situations where it threatens the integrity of the narrative for them to be missing. The DM usually describes their contribution to a scene or combat as descriptive flavor.I felt bad badbut I stuck to my guns and decided against allowing healing from an absent player. So, they fled from battle, which left a sour taste in thier mouth. the cleric isn't absent all the time. But should I allow my group a bit of relief from the cleric as an NPC?
anyone have this problem? What do you do?
They usually have a Cleric that heals them. That means they've established a formula on how they interact with enemies and how they perform in combat that takes that healing into account.
But apparently, they've become tactically complacent because of it and did not spend the proper amount of time working how just how they needed to now act without their constant stream of healing spells behind them. Thus, they played poorly this session and it didn't feel good. They had to run away, something that it sounds they were not used to doing (and which as you say, left a bad taste in their mouths.)
In my personal opinion as a DM... I think that's GOOD. And that you absolutely did the right thing by not letting the missing cleric's healing spells be available.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.