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Do you believe in a balanced party?

Do you believe in a balanced party?

  • Yes, all 4 basic roles must be filled

    Votes: 30 15.9%
  • kinda, a few of the basic roles have to be filled (list them below please)

    Votes: 44 23.3%
  • Nope, and combination of classes is fine with me

    Votes: 115 60.8%

TerraDave

5ever, or until 2024
Kinda, kinda, kinda

In the current campaign, I didn't want to have to tailor too much for the PCs (cuse of planned adventures/time/laziness) and discouraged the 3 person party from having both a sorcerer and a wizard...the cleric, rogue, sorcerer configuration has worked well for them.

In general I find balanced parties, both in role and power, to be easier to DM for. The current charecters are well balanced, and the players have some idea what they are doing, so I am pretty confident just throwing stuff at them and seeing what happens.

I think on a related issue, one advantage of having different role is that everybody has their thing. In an all rogue party, for example, that could also be the case, but still some rogues are just going to be better then others.
 

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SpiderMonkey

Explorer
I'm of two minds on this. I rarely, if ever, get to be a player, so I can never make up my mind on what to play. I wait for everyone else to make characters they really want, then I'll pick a class that we lack. I can make up an enjoyable persona for just about any character, so for me the class abilities are secondary anyway. Besides, with the way I play (knowing that it's a one-shot or I'm gonna have to resume DM duties next week) I know that my character's gonna die in some impulsive, entertaining fashion (e.g. "Oh...that was a fire hydra. Oops. Anyone have an extra character sheet?"). Basically, I like playing in a party where all four basic food groups are respresented.

As a DM, I encourage them to play whatever. My only caveat is that they have some means of magic healing, because otherwise the game is bogged down severely. As others pointed out, this doesn't necessarily mean cleric, but at least someone with CMW on their spell list so that they can get ahold of a wand at some point.

One interesting thing that I see repeated in this thread is that some of the DMs here don't modify their campaigns for their players; this seems strange to me, as I don't design half of it until I see them. I'll have the setting ready, of course, some of the overall political plotlines that they might get involved in, some general plot arcs in mind, and some 'secrets' about each of them, but I don't even start on modules or specifics until I talk with them about the kind of game and characters they want to make.

To illustrate this, the most recent game I've run has had two groups in the same setting.

Group A:

Fighter/Paladin/Vassal of Bahamut: good tank, better diplomat, noble
Cleric/Fist of Raziel: good tank, good caster, decent talker, noble
Rng2/Ftr2/Rog2/Wiz1/Bladesinger (3.0): Mobile fighter, scout, lower nobility/illegitimate
Sorc: blaster (guildsman)

For this group, it was all about social situations (lots of sense motive, dip, and bluff), intrigue, and all out brawls with some opportunities for ambush and tactics. Traps were a non-issue. Strong emphasis on alignment (good) with this group helped me to present moral dilemmas much more easily in the game.

Group B:

Fighter/Duelist: Mobile fighter, peasant girl become notorious swashbuckler
Rogue: very skills oriented, commoner
Fighter/Bard: mobile fighter, decent talker, discovers later he's illegitimate nobility
Druid: the only caster, an outlander/commoner

Traps, forest encounters, and much less undead were keys here. I focused even more on giving this group human foes to shine against, and not too much in the way of overly magical foes. They were less of a philisophical/alignment oriented group, but very fun in the "let's not think about it too much and just do it" way. This made for some fun design on my part, taking this tendency of theirs into account.

I find this approach helps me to feel like I'm designing different encounters each time I play, rather than the same old "F/C/R/W" paradigm.
 

frankthedm

First Post
Its really up to the players to decide how they go about thier lives.

4 wizards / sorcerers alone in wilderness or dungeon is suicide. No if, ands or buts. Now those 4 should Easily be able to persuade / befriend some NPC warriortypes {real shame Charm Person doesn't last days on dumb people anymore] to make a jaunt through hostile areas more survivable. A rouge heavy party should stay in the cities. A group without a rogue should invest in a few dwarven barbarians. No wizard? Pack a few extra 2 handed weapons of exotic materials and drop a few hunded gold on alchemist fire, acid and regualr oil flasks. No cleric? The most belivable / trustable party memeber should find a lowish level acolite, explain the group could use moral guidance and equip him with a CLW wand and a couple of restoration scrolls. No ranger? Buy a few dogs.
 
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Darth K'Trava

First Post
I'd say "kinda" as we mostly concentrate on fighter-classes and healer classes (primarily cleric but we've had a cleric-less game where the healing came from a paladin and a druid), and then arcane magic. Lesser so is having a rogue. Usually we aim more for a ranger for the tracking and all the class skillz they get (spot, listen, hide, etc..) to be the scout and still be able to fight well.
 

Arrgh! Mark!

First Post
God, no.

I don't think anyone has ever played a cleric. Ever. Or a druid for more than a session or two, despite group concensus of the fact those two classes are the most powerful.

I let them play what they want unless it doesn't fit the setting. If it doesn't fit the setting it's all out.



On a side note, I think that while rogues are not needed (The "Ouch, that was a trap" method does work) they make almost any character better - and more workable together as a party. No more leaving that full-plate clad paladin half a kilometer away.
 

Crothian

First Post
So, do filling certain roles just make it easier on players to choose clases or what? We haven't heard much from the 24 people who vated all roles must be filled
 

Celebrim

Legend
Crothian said:
So, do filling certain roles just make it easier on players to choose clases or what? We haven't heard much from the 24 people who vated all roles must be filled

Ok, fine, I'll bring in the minority opinion.

From a PC perspective, the party is just going to be better off if thier is someone that can fulfill every role. A party without a healer is just asking for trouble, and if that healer is not a cleric then they better be as useful against some common monster type as clerics are usually useful against undead. A party without a front line fighter/tank is likewise looking for trouble, because at some point invariably you are going to end up in a situation where only alot of hit points and massive damage output per round will do. A party could do without a thief in 1st and 2nd edition, but its really hard to get buy in 3rd edition without someone who has alot of skill points to spot for the party and search for the party, and fulfill either the role of party diplomat (bluff,diplomacy,sense motive) if no suitable cleric/paladin is available or party scout (climb,jump,move silently) if the tanks are skill light and the wizard has limited mobility. Open locks and disable device still remain handy, if only to avoid attracting more attention than you want. Lastly, an arcane spellcaster is increasingly nice either as artillery (if you don't have a solid archer) or a buffer (if the cleric isn't focused this way) as you get into the higher levels. You can kinda forgo the spell caster in favor of another tank or tank/archer if you want, but you are going to have extra problems against magical effects and highly magical opponents. At high levels, you are really going to want badly things like Greater Dispelling, Wall of Force, and such if you dont' have a spellcaster.

Once you have all the bases covered, a party tends to be best benefited by a couple more tanks, and adding another healer if the party goes over six.

It's possible to cludge together a party from classes that get at the roles of healer/buffer, front-line fighter/tank, scout/problem solver, and artillery/panic button in different ways. For instance, you could probably distribute healing amongst a Ranger and a Druid, cover the artillery problem by having two skilled archers, split scout duties between the ranger and a bard, and maybe get a little arcane ability from a rogue maxed out in Use Magical Device, and get around having a tank by having everyone in the party be at least decent in close (Ranger is a good fighter, Druid can wild shape, Rogues can be built with really high AC's, and the Bard will at least not roll over and die the way a Wizard would in melee)/

But even if you are doing something odd like that, you are still trying to cover all the holes. You can't build a successful party where noone can stand up to a straight up fight, or noone has the ability to scout, or where everyone's social skills tend to cause helpful PC's to go cold, and indifferent PC's to become hostile, or where noone can deal with a magical effect and noone can do damage at beyond 5' range, or where noone in the party can heal faster than the normal rate unless the DM goes out of his way to make the campaign not exploit your weaknesses. Party cohesion is essential to a successful dungeon crawl in particular, and to a successful campaign in particular. Alot of party cohesion is experienced players that no how to get the most out of thier characters and are willing occassionally to take one on the chin for the group, but part of party cohesion is building up a characters that compensates for the other character's weaknesses. You do have to think things like, "You know, there isn't anyone in this party that can deal with invisible creatures. I'm going to have to up my listen score and maybe take blind-fighting, lest the DM throw something at us that noone will be able to handle.", or "That Dire Bear was a big problem. We spent way more party resources dealing with that encounter than we should have had to. We definately need someone with Power Attack and Close Quarters Fighting, and it wouldn't hurt if the rogue took a few more ranks of Escape Artist."

That said, there are several classes with are broad enough, that you could potentially run an entire party in just that one class. A party of pure rogues specialized at various tasks (diplomacy, scout, combat, use magical device) could probably make up for its weakness by being very very stealthy and cautious, very very quick and very very brutal with sneak attacks. Even better, a party of pure clerics could end up looking like a party of the four classic archetypes by taking the appropriate domains and specializing in thier builds. A ranger party could eventually go all tank by relying on thier own healing skills. But even so, the rogue party would be dependent on the DM making healing items available, the cleric party would have a serious problem with mass Reflex saves, and the ranger party would have a similar problem with mass Will saves.

As a DM, the problem that I have is that an unbalanced party pressures me to avoid throwing things at the party that I know that they don't have an answer for. Effectively, being an unbalanced party changes the CR of everything. Whatever threats they are specialized for become really really easy, and whatever threats that they lack answers for become really really hard. Breezing through one encounter in no way gaurantees that they'll be more ready for a very hard one. I'm willing to modify the campaign to the player's interests and let the player's shape what the campaign is about, but I'm not willing to completely throw away my internal versimilitude or my own ability to bring my ideas to life. I don't want to pamper the party too much. If there are supposed to be undead in them thar hills, then by golly if you go into the hills expect to meet nasty stuff. If you don't have negative energy protection, undead turning, and the ability to cure ability damage, or anything to deal with undead I'm going to be really torn about playing the monsters stupidly just so you can get away. Ultimately, with an unbalanced party I feel that the party has too many legitimate reasons for rejecting every plot hook I come up with. An unbalanced party is pretty much completely dictating to me what heroic stuff they want to do based on what bad guys they are set up to fight. A balanced party on the other hand is much more open to take on whatever comes thier way.
 

MetalBard

First Post
I never play in a balanced party. And if anyone does play a cleric, it's usually an ultimate self or party buff who no longer has any significant healing slots left after the fights.
 

Navar

Explorer
I was in the 42 kinda, a few of the basic roles have to be filled (list them below please) option. I don't really have a list. I think that a bard can cover Rogue and Wizard though. I think that Warlock can cover wizard pretty well. I think that hexblade could cover wizard and fighter. Ranger could cover cleric and fighter. I think that diversity is imporntant, and I think that mixed parties are more fun on the players and easier on the DM.
 

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