
| Osakaben | 
First off, no offense meant to anyone who DOES want to play a cleric.
I GM a group 4 players, running Runelords. I want everyone to have fun and to be able to build their character however they like. No one wanted to be a cleric, but the party needs the healing, channel energy, and knowledge religion. I REALLY don't want to force anyone to be a cleric, but one is almost a necessity if you don't twist things around a bit. Other classes can pitch in a bit, but it's not the same as having an actual cleric. I don't want to punish the party for not having one. So I'm looking at various twists.
We had another player come into the game late. I asked him what he wanted for his character. He said whatever will help the party. I said we needed a cleric but didn't want him to feel like he had to be one if that's not what he wanted. He said fine, cleric it is. Then built a cleric that strongly suggested he would have rather been a swordy fighter.
He's since dropped out of the game due to family and work obligations. The players don't want to give up the cleric so someone else has been running him. That doesn't sit too well with me, as he is more of a tool (in the non-slang sense) than a character. I have a hard time getting my players to develop their character's personalities as it is, and running 2 characters, one of which isn't really "yours", doesn't help.
So to recap, I really want the players to be able to develop their characters how they want to, and no one wants to be a cleric. But going without a cleric is a big disadvantage, and I'm not thrilled with having the cleric on as a secondary character for someone. Ideally, I'd like to adjust things so a cleric is less necessary.
Here are some options I've come up with:
1. Just take the cleric out of the game, too bad for the party. This is a little too harsh for me.
2. Continue on as is, let someone run the cleric as a secondary character. I don't care for this because of the things I've outlined above, but it's not the end of the world. Just a game, and all that. Not my ideal but I can live with it if I don't come up with something better.
3. Take the cleric out but sprinkle a few bonus appropriate abilities among the other characters to make up for it some. I don't want to make things too easy for them but this seems like a viable option, just have to be careful not to overdo it.
4. Add in enough extra healing/channeling items to make up for not having a cleric. Again seems viable.
I was wondering if anyone else has been in this situation and how they've handled it. Let me know your thoughts.
Thanks,
Ben
 
	
 
     
    