Nyarlathotep
Explorer
BlueBlackRed said:The DM could play a walking band-aid.
He takes no offensive action, and heals all the time.
I don't like that idea, but it's something I've seen before.
Or, as DM, you could try the healer class from the Minatures Handbook. They seem very weak offensively but excel at healing. I'm DMing a group that doesn't have a cleric and an NPC healer is working out not too badly. (I don't like having to run a band-aid, but my DMing style is definately not conducive to healer-light parties and it would detract from the players fun to have to run a cleric.)
BlueBlackRed said:Another option is the overpowered gestalt characters from unearthed arcana.
I'm Dming another group through the WLD right now (finally on the threshold of exploring region B) and I've been thinking that I should have tried the gestalt characters from the start. This group does have a cleric, but I can see how it's not fun to be playing him especially at lower levels because all he has time to do is heal his allies. I imagine that at higher levels it will be even worse. It might work well for some groups though.
The one rule I'm trying from Unearthed Arcana that seems to work pretty well is the Vitality/wound points system. For groups without a cleric, this is especially beneficial as vitality points are recovered (relatively) quickly. The downside seems to be that fights last an extra 3 - 6 rounds per combat depending on the enemy mix.
BlueBlackRed said:And finally, screw'em.
Let them accept what they've done to themselves.
Heh, I would normally agree to this, but I find it just leads to this:
My Group said:Player: Ooohhh! I've taken 8 points of damage, let's rest and get this healed up before we go any further.
DM: Are you sure, you just struck camp not 40 minutes ago?
Players: Yep, the stack of bodies from yesterday's wandering monsters scattered around the door ought to disuade any more attackers. Have 2 days passed yet?
Once you factor spell use in there it's even worse

