D&D General Session Zero and Nobody Chose a Spellcaster


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I'm in the "Please don't" camp. We chose these characters, and we accepted that it would make the game more challenging for us. We're looking forward to rising to that challenge. It seems disingenuous for the DM to undermine that choice from behind the scenes, rebalancing the game for us so that it isn't more challenging.
Well.. yes. And I know that seems to contradict what I said earlier.

What I should have said in more detail is more like; I do think the DM should change "blockers" i.e. say the only way through a critical door is with the spell knock and the party has no one who can use the conveniently found scroll of knock. Or the chasm that the only way to cross over is with a flying character (anti-magic zone) and they party doesn't have one.

Then IMO it is the duty of the DM to figure out some other way the party can complete the adventure. Not to say, oh, you got half-way through the adventure but you screwed yourself when no one picked a XYZ character.

But, when it comes to changing the premise or challenge of an adventure I'm a bit torn... If an adventure has combat that is boring, simple, and too easy, we expect the DM to adjust it right? Make it "harder" in some way with the goal of increasing everyone's enjoyment. Why not make it easier if it is written too hard?

I don't know, I just see it as the DMs obligation to alter things as needed to help everyone get the most amount of fun out of the game, even if it results in a TPK ;)
 

I'm in the "Please don't" camp. We chose these characters, and we accepted that it would make the game more challenging for us. We're looking forward to rising to that challenge. It seems disingenuous for the DM to undermine that choice from behind the scenes, rebalancing the game for us so that it isn't more challenging.

Pop Tv Yes GIF by Schitt's Creek
 

Now.
It's the DM's job, imo, to make sure the game is run in such a way that the everyone can enjoy the game. Even in the '80's as a child I did not buy into the whole DM gets to run the game they want and the players can suck it if they don't like it.
It is the DM's job to present an adventure for the characters to play in. If the PCs lack magic, that adventure should not be insurmountable without it, but the DM's job is not to cater to the whims of the players and make an adventure where the lack of magic on the PC's side isn't felt at all. If the players want that, go read a book or write their own. (Granted, that is the extreme end of the spectrum...)
 



It is the DM's job to present an adventure for the characters to play in. If the PCs lack magic, that adventure should not be insurmountable without it, but the DM's job is not to cater to the whims of the players and make an adventure where the lack of magic on the PC's side isn't felt at all. If the players want that, go read a book or write their own. (Granted, that is the extreme end of the spectrum...)
See my updated post with more details. we are closer than it might seem.
 

Has this ever happened to you? Have you ever been in a no-caster adventuring party? We're told this campaign will take us well past 16th level, so we are in it for the long haul. Any advice for a group of martials?
No, but the start of the previous campaign had...
Human Rogue
Human Wizard
Half-Elf Wizard
Water Genasi Wizard

That was an interesting start.

Current campaign starts with
Kobold Rogue (Assassin)
Human Rogue (Assassin) / Bard
Water Genasi Monk
Human Rogue (Thief)
Halfling Druid
Goliath Paladin

It'll be interesting, I think your party will be fine!
 



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