Kahuna Burger said:
And then refuse to adventure with the cleric.
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Why is your suggestion of compromise everyone doing what the cleric wants?
I see the wonders of internet language is getting in the way again..
Yes, refusing to adventure with the cleric is indeed an option.. so one player drops the character that isn't fitting the group dynamic and brings in one that fits the compromise better for the group. I have had more than my share of these, both as a GM and a player. My favorite of these was a WEG SW Game where my failed Jedi was so good... the group ditched him... {I had focused on Diplomancy/telepath and no one ever knew that I *did* anything... IC... they just had a real easy time getting through checkpoints and other 'social' encounters. So, the group voted me off the transport. Fortunately at a spacedock

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No, you are reading the extreme options into my suggestion that I did not place there.
- The Cleric's player has to understand that the character is adventuring with a group who may not follow thier diety, but need to be cared for for either IC concerns of showing the grace of the diety or OOC concerns about being part of the team. Part of the Clerics 'role' in the group is to provide divine healing.
- The other players have to understand that Cleric's tend to have links to some sort of 'faith', and its easier to approach a need for healing with a "Cleric, by the grace of Grog..heal me!" than a "Yo... Heal-bot.. do your thing"... and perhaps make IC choices that limit thier reliance on the Clerics 'miracles'.
When I say compromise, I mean a true compromise.. not one side gets thier way. The kinda sad thing is that there is really no downside of adding the RP depth of character faith into the mix. It adds depth and plot hooks to the game. Always a good thing in my book!
Personally I view the Clerics healing as kind-of Emergency kits and prefer characters to rely on other sources or even go without being 'topped up' instead of relying of the 'miracles' for day to day drudgery. Of course, the RAW makes this hard as the Heal skill as written becomes pointless at about level 3. But that might be a topic for another thread.
Some stuff in 3.5 has sorta fixed this {Dragon Shaman and Touch of Healing reserve feat.. both of which might end up in my campaign next session}, removing the cost of spell slots for out of combat healing to a point.
Maybe 4e will improve on this, making natural healing more effective.
I also
play Clerics as the de facto leader in any group... the character type is most fitted for having a concrete mission and the motivation to follow through with it. While I understand others play them differently {such as the Cleric in my current game}, and its also one of the reasons I don't often play a Cleric. I much prefer the role of supporting cast {and by that I mean Thief or Bard

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Kahuna Burger said:
But thank you for addressing the subject or the thread and not a separate argument about battle clerics vs healbots.
np..., I try to stick to the OP... even when I *do* read all the intervening pages!
Makes for a better discussion anyway!