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<blockquote data-quote="Nyarlathotep" data-source="post: 2106556" data-attributes="member: 1799"><p>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.)</p><p></p><p></p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p></p><p>Heh, I would normally agree to this, but I find it just leads to this: </p><p></p><p></p><p></p><p>Once you factor spell use in there it's even worse <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> YMMV</p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nyarlathotep, post: 2106556, member: 1799"] 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.) 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. Heh, I would normally agree to this, but I find it just leads to this: Once you factor spell use in there it's even worse :) YMMV :) [/QUOTE]
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