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All mages!

bestone

First Post
Ugh, i've set to run a campaign, its all laid out and ready, and includes the adventure - Barrow of the forgotten king as a base.

But all 4 of my players have decided to be specialist mages!

oy, i dont even know how this is going to work out, im very affraid they'll all get tpk'd

Has anyone ever run anything like this before, and has suggestions on a good way to go about it? They are human too, no elves or dwarfs

I dont want to kill them, but i see it happening
 
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Corsair

First Post
Think harry potter! Not all challenges have to be "run off into the dungeon and fight monsters". Include a lot of non-combat problem solving.
 

Mistwell

Crusty Old Meatwad (he/him)
Well, one should play a Gish, one a skills-monkey wizard, one a blaster, and one a utility/area control guy.

I think it can work. Plenty of prestige classes to meet all of those concepts.

Make sure they spread out their skills well. They shouldn't be doubling up on the non-essential skills. I mean sure, they will likely all put points in Spellcraft and Concentration. But they shouldn't all put points in the same exact knowledge skills. Spread it out, and suggest they seriously consider some cross-class skills to make up for the lack of those skills in the party.

False Life will be important, due to the lack of healing spells available. Perhaps at least one should max out Use Magic Device to use a wand of cure light wounds.

It shouldn't be impossible to mold a campaign to this style. I mean heck, Harry Potter did it :) [Edit - and I see Corsair made that comment before me!]
 
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bestone

First Post
No prestige classes allowed, and core rules only were the starting stipulations for the campaign *but will change as they encounter new things*

Knowing this, they still made mages, I have all specialists, diviner, transmuter, and 2 illusionists *boggle*

And i dont think they plan on multi-classing at all
 

bestone

First Post
Corsair said:
Think harry potter! Not all challenges have to be "run off into the dungeon and fight monsters". Include a lot of non-combat problem solving.

Point taken, Im going to have to edit what i have to include a LOOOOOT of non combat problem solving

But hey, if they are good enough at what they do and are cautious, i guess they'll be able to tackle whatever comes up

Low levels will be a b%@% for them

But high levels they will be crazy buff (imho, i know some people wouldnt agree)
 

Hmm...

The only problem I see is the two illusionists. I think a party of all specialistis could be a blast, but I'd strongly recommend they each have different specialties. That would maximize not only their capabilities, but the potential fun of the campaign, since each will have different opportunities to shine.

You also might want to consider making the master specialist (Complete Mage) an exception to the "no PrCs" rule, since it's specifically designed to make specialists more distinct from one another.
 

bestone

First Post
Master specialist is an option they will be able to eventually take, as well as a homebrewed collegiate wizard prc, based on the feat (you can find it in the house rules section here, up for critique)

I also am thinking about giving them each the collegiate wizard feat for free, and working it into the story that they start out as wizards in a school.

Most prestige classes will come up in game, and be options they'll have to take, but not something they'll be able to KNOW they are going to take during character creation, and build to min/max for it.
 
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monboesen

Explorer
With four low level mages they will do great for the first and possibly second encounter of the day.

By then they will have run out of spells and be looking for rest.

You should strongly suggest that one of the illusionist finds a different speciality. Conjuration or Evocation would be very handy for them as a group.
 

Mistwell

Crusty Old Meatwad (he/him)
Wow, no evoker or conjurer at all? TWO illusionists? And all human?

That makes it more difficult. But still, doable. IF they work together that is.

For example, if the diviner figures out there are some opponents coming around the corner with detect thoughts, one illusionist can use silent image to create the appearance of a dragon, while the other can ready an action to cast ghost sound of a dragon roaring as soon as the first casts the silent image.

The Transmuter has got to get a decent Con score, because they will end up being the front line a lot. Alter Self into a Tren (see http://www.wizards.com/default.asp?x=dnd/iw/20040613a&page=4 ), or something similarly powerful with a good natural armor and natural attacks, cast Bull's Strength and Enlarge Person on yourself, and you are buffed up to smash! Sure would be nice if the diviner could make some scrolls of true strike for the Transmuter as well.

But when it comes down to it, that combo of casters is all about stealth and subterfuge. The diviner can determine what situation you need to prepare for, and then the Illusionists and Trunsmuter prepare for it. Silent Image, Minor Image, Disguise Self, Invisibility, Alter Self, Rope Trick, and Spider Climb, are all excellent high-stealth / subterfuge spells that work best if you know what is coming and have a plan.

I once adapted a great adventure, Gorgoldand's Gauntlet by Johnathan M. Richards, into an wizard college adventure (actually more of an adventurer's college). It worked well for 1st-2nd level characters. It has a lot of puzzles and such, but still some combat (mostly nonlethal) to challenege the party. I could email that you if you are interested.
 
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bestone

First Post
I have suggested one not be an illusionist, they both insist on being gnome illusionists as thats what they want to play, me and the other two players can only shake our heads. I cant punish them for wanting to play for fun, and not power. I mean, i support playing to have fun and roleplay, and not building whats best... but this is....hehe, imho suicidal

Tho i think it would be great if they did fine and proved my assumptions wrong
 

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