ForceUser said:
It's interesting to me that you consider the necessity of Grace to be a limit. I don't see it as such--it is to me the logical result of having a deep spiritual connection to the divine. It is only a limit for those players that want to play divine spellcasters without role-playing religion or spirituality. Persons unwilling to role-play spirituality need not apply for the position of divine spellcaster IMC. I feel strongly about this. You don't have to be religious IRL, but you have to want to portray a spiritual character. To me, that does not seem an unreasonable request.
Please don't misunderstand me and assume that I don't roleplay. I was addressing my comment towards your assertion (backed up by the poster who is in your gaming group), who felt uncomfortable or limited by your views on clerics.
I also don't think that any GM who doesn't impliment Grace & a set code of conduct for their clerics is giving players permission not to roleplay. Remember, in D&D, you don't even have to worship a specific deity (unless you're playing FR). You can uphold a concept, reflected in your choice of domains.
For instance, in a current Eberron campaign (wherein it is not required to worship a deity, and deities are not nearly so influential as in FR), I have a cleric with the domains of Luck & Retribution. She depends on her luck to get her through & she's determined to bring some hurtin' to whoever blew up Cyre. She doesn't worship a deity and she isn't even a member of a particular church. She's good aligned, and does alot of charity (mostly for Cyran refuges - most of the rest of the world can hang, so far as she cares) between snooping around looking for information. She's moonlighted as a thief to get information she wanted, and she's also worked as a bounty hunter. She has a moral code of conduct all her own, which I don't feel I need to go into. However, it is definately not a paladin's code (she's chaotic, for starters). Does this mean I'm not roleplaying?
I don't think it would be that challenging to play a cleric who follows the rules of his or her deity. Afterall, in another campaign I play a paladin, and from what you & your player have said, it sounds like clerics in your game are really paladins with more spellcasting & less fighting. You've every right to rule that clerics ought to be like that, as GM, but obviously, as you've said, it's something that at least some of your players are uncomfortable with, so I'm suggesting alternatives for them.
Your comment does bring up another question for me, which I thought you ought to ask your sorcerer before you give him a stronger divine connection & god-granted divine spells - Does he want that responsibility? Does he want to shoulder the burden of the code of conduct you place on clerics - or will you not expect him to do so when he gets powers?
There's a bard in the party, but she chose not to take healing spells. Druids aren't viable only because of location--the party's in an area in which druids are not found natively (IMC, races & classes are often regional), so a druid's player would need a really good reason for why he'd be in a foreign land in an urban setting.
There's an urban druid varient in, I think, Unearthed Arcana.

It might have been a dragon magazine, though.