Tony Vargas
Legend
That goes way back, really. Even in 1e, the Paladin & Druid could heal - just not enough, at 1st level, to see a party through to 2nd. 1e also gave the cleric bonus spells at 1st level, that was really the cleric-mandatory edition (and mainly so at 1st level) moreso than 0e, when the cleric didn't even cast at 1st level, or 2e where the cleric (priest) was considerably more customizeable and might not be able to heal, either), or 3e when it became the C in CoDzilla (and any class that got CLW on it's list - Cleric, Druid, Ranger, Paladin, Bard - could keep the party going with a wand), or 4e when everyone got surges (like HD, but a much more significant, more accessible resource) & each Source (Divine, Arcane, Primal, Psionic, even Martial) had a 'leader-Role' class (Cleric, Bard/Artificer, Druid/Shaman, Ardent, Warlord) who could help restore hps in some way.Hello
It used to be that a cleric was almost mandatory in a party. However, in this edition of D&D, I've noticed how many classes have healing powers, that usually couldn't.
5e is very evocative of the classic game, but as far as which classes can heal and how well, it most strongly emulates 3.x, with the Cleric the stand-out best healer, followed by the Druid & Paladin, with the Bard showing and the Ranger trailing(pi). The most visibile difference is that everyone can fall back on HD when they have some time to kill (short rest) in 5e, while in 3e it was wands (wielded by the afore-mentioned classes, or someone with UMD skill) that provided systematic between-combat healing.
That's my experience, as well. Clerics were absolutely necessary in the classic game, but unpopular because of the concept and because the healing function took up most of their actions in combat and most of their spell slots each day, making it downright boring. Each WotC edition has tried to 'fix' that, only 4e succeeded. 3.x made the cleric wildly overpowered to boost it's popularity, bringing us CoDzilla, while 5e spread out healing a little with HD, but left spell slots a necessity, expanding the 'you must have a cleric' maxim to 'you must have a caster who can heal, and, oh, now the Sorcerer & Warlock can heal.'I think that to an extent, the lack of cleric-dependence has helped with the popularity of 5e. In my experience, clerics are not a popular class, perhaps because of their religious connotations.
Throughout the playtest, WotC openly affirmed that they were taking every previous edition into consideration, and no small number of column inches in 5e are taken almost verbatim from past editions.I believe that 5e was written on a clean sheet of paper, without taking the previous versions (i.e. 3e, 4e) into much consideration.
5e gives players fewer options than 2e, 3e, & 4e did, even though 5e has no been actively published longer than 4e was, and less freedom to use those options than either 3e or 4e did. Slow pace of release & DM Empowerment are excellent reasons to restrict player options & freedom, but restricted they are.Instead, I believe they just looked at what makes a fun game: Giving players a lot of options and freedom.
It's nice, in theory, and it was equally nice in 3e when you could get by with a Cleric or Druid or hefty supply of wands. But, the party still definitely needs a healer who brings a daily resource to supplement HD. They're basically the same list of classes in 3.x/PF & 5e Cleric, Druid, Bard, Paladin, Ranger (3.5/PF, obviously have a lot of lesser-known classes & PrCs). But neither went as far as 4e in that regard.It's great that no single class is mandatory in a party!
It always has been able to do so in every edition of D&D.And why shouldn't some nature-wizard (i.e. druid) be able to heal?
Heh.Why shouldn't the most charismatic person be able to soothe?
That's a legitimate style of DMing, and 5e does put the DM very much in the driver's seat as far as the style & tone - and balance - of his own campaign.It's up to the DM to adjust the encounters and the difficulty, to allow short/long rests, and to make healing potions more common when a party cannot heal itself so well.
Nod, it's entirely up to the DM to establish and maintain balance for his own campaign, both in terms of putting each character in the splotlight a fair proportion of the time, and in making combats feel sufficiently challening without bringing unitentional TPKs.Frankly, I think that you should be able to have fun with a group that is totally out of balance
The Leader Role was still nominally needed in every party (in as much as any role other than Controller was, anyway, certainly /very/ nice to have), but each Source had a leader class (or two) and Source was the broadest take on heroic fantasy archetype, so if you did want to play a warrior rather than a caster, but the party 'needed that Role covered,' you could play a warlord. If you really wanted to play a caster, but the party 'needed a tank,' you could play a swordmage. If the DM wanted to run a setting where certain archetypes were just not an option - the Gods are Dead or psionics is too-sci-fi or whatever - he could ban a whole Source, and all the role bases could still be covered.So at this point, I'm going to dredge up:
In 4e, the Cleric class as we knew it was more or less outmoded. The Leader Role (and some downtime streamlining) broke up their monopoly on healing. The Divine Power source expanded the "person who prays for power" idea into two more classes (both of which were arguably cooler than the Cleric ever was), which in turn meant that they could gut the New Cleric of it's seemingly endless array of powers.
Harsh.With this there was much rejoicing, for CoDzilla was dead, with a vengeance. A monster grown out of trying to fix a problem by treating the symptoms instead of the disease.
This path more or less continued into 5e. Healing is again covered by multiple classes, and multiple classes get their powers from the gods. However, now that the specter of Codzilla is no longer at the forefront of the players minds, it begs the question: What exactly is a Cleric for? It's not that religious connotations aren't popular. Not only do the Paladin, Warlock, Druid, and Monk classes cover that out of the gate to various degrees, but there is an ever-growing collection of subclasses that are aping that angle. It's not that healing isn't useful, as evidenced by the also large number of characters and classes who can pull that off.
No, the problem now, is that the Cleric can't latch itself onto an external rules problem anymore, forcing the Cleric to stand on it's own merits, while people slowly realize it had none to begin with.

5e has not been too bold in going there. It has the Fighter's Second Wind feature, and a few other little odds and ends hidden here or there, but you still /need/ the caster with Cure Wounds or the like on his list, for the healing resource (& versatilty) of the slots he brings.