This thread gave me the confidence to jump in without a cleric when we started up our first DW game at the beginning of the year. I wanted to keep the gods aloof and mysterious in this world, so no clerics. Here are some thoughts after five sessions:
Context- We're playing a game with a barbarian, paladin, and wizard. I pulled my punches the first three sessions while I got used to the system, but opened up the throttle the last two. Have had two knifes-edge battles since, and has been a blast.
-I've been using a modified "heal at the end of the scene" rule I picked up from The Agency. At the conclusion of a major scene, when you pause to catch your breath and lick your wounds, heal +half your Con. So far, this has worked out well. I can lay the damage on thick without killing the momentum of the session if the pc's are chewed up in combat.
-Because the paladin is the only thing close to a healer, laying on hands is high drama with high stakes consequences. A failed roll has effectively become a rejection of the recipient by the paladin's god. He's now pretty well convinced that the wizard's soul is irredeemably lost.
-Ritual is awesome! In a pinch, a wizard can do anything a cleric can do, but stakes are higher. So far, our wizard has neutralized the venom in the veins of the snake-bitten paladin at the cost of attracting some very unwanted attention.
-The wizard selected the three healing potions as starting items, and has so far used one to heal himself and another to fuel a ritual. I may have to salt in few additional healing items over time, but will try to keep them rare and interesting.
So, overall, so far so good. Things are running well without a major healer in the party. Really loving the flexibility of the system!