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Advice for DM w/ Fighter Strong Party in Eberron
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<blockquote data-quote="Zephyrus" data-source="post: 1989701" data-attributes="member: 8728"><p>I'm about to start a new game with a new group and I'm hoping to get some advice if possible on how to handle the group and how to organize an adventure for them. I had originally thought to maybe run them through the Eberron adventures but the more I thought about it the more I thought it wouldn’t make the best fit for this group of players. I'm thinking of maybe adapting Dungeon magazine adventures to eberron. Something I'd need to do anyways with the party composition what it is.. I'm looking for suggestions for adventures that I could run as a base or story arch's that I could use to free form the adventure on my own. </p><p></p><p>Here's a little background that I have so far.</p><p></p><p>One of the players is someone I've played & DM'd for before. He is who introduced me to the group. I played with this group once last week but they are eager for a new DM and I offered. I gave them something of a survey to get an idea of their play style etc beyond what I observed during that one session and got back some initial character concepts for characters they want to play. The end result is that I've got a very fighter heavy party. Only the friend that introduced me to the group has ever played in eberron before, so I also gave them about a 14 page packet of photo copies to give them a lil bit of a primer of eberron's history etc so as to give them some back-story on eberron. I don’t know how much they'll read but its something. </p><p></p><p>The party appears to be going to consist of the following.</p><p></p><p>A Shifter Fighter that will eventually become a Warshaper. He’ll have Track and Survival will be a class skill due a house-rule. Basically a rangerfied fighter. This is the Eberron experienced player. He's offered to play something else if necessary but I dont want to ask him to and want to see what I can do with things as is. Besides, his char background well thought out and I dont want to make him change.</p><p></p><p>A Human Paladin of the Silver Flame that will become a Sacred Exorcist of the Silver flame. He'll use a Maul (1-handed). This player seems psyched about eberron. He's thinking of a Dragonmark Heir based character as a back-up should the paladin die. </p><p>A Half-Orc Fighter prolly using a 2-handed weapon. The player is not very experienced with D&D and I’ve been told they like the fighter cause its simple and they can bash stuff!</p><p></p><p>A Warforged Artificer that'll be able to take care of traps and is likely going to provide most of the party's healing in the form of scrolls or potions. Player likes the idea of Warforged.</p><p></p><p>A Elven Warmage that is the most powerful nasty cool butt-kicken Warmage I can conceive of (and I designed it!). May have it take the Force Missile Master out of the new Dragon mag.</p><p></p><p>A Halfling Barbarian dino rider. The player doesn’t know yet as he wasn’t present for the survey and concepts but supposedly I've been informed would like the char concept.</p><p></p><p>So their you have it... effectively... 4 Fighters, a Artificer and a Warmage (which is basically as nasty as any of the fighters) . The party will have limited healing, mostly in the form of Magic items crafted by the artificer and the paladin's lay on hands (which won’t help them at 1st level). They are also likely to be powerhouse's when it comes to any kind of combat encounter, pounding whatever they face if they dont get pounded first.</p><p></p><p>As you can see its a rather militant group (effectively 2 actual fighter's, a Barbarian and a Paladin and a Warmage, the Artificer back-story suggests he’s ‘combat engineer’ as I like to thing of Warforged Artificers, handling traps, augmenting weapons and armors of the squad and healing other warforged <and itself>. So what kind of adventure would suit a group like this well? Suggestions anyone?</p><p></p><p>-Zephyrus-</p></blockquote><p></p>
[QUOTE="Zephyrus, post: 1989701, member: 8728"] I'm about to start a new game with a new group and I'm hoping to get some advice if possible on how to handle the group and how to organize an adventure for them. I had originally thought to maybe run them through the Eberron adventures but the more I thought about it the more I thought it wouldn’t make the best fit for this group of players. I'm thinking of maybe adapting Dungeon magazine adventures to eberron. Something I'd need to do anyways with the party composition what it is.. I'm looking for suggestions for adventures that I could run as a base or story arch's that I could use to free form the adventure on my own. Here's a little background that I have so far. One of the players is someone I've played & DM'd for before. He is who introduced me to the group. I played with this group once last week but they are eager for a new DM and I offered. I gave them something of a survey to get an idea of their play style etc beyond what I observed during that one session and got back some initial character concepts for characters they want to play. The end result is that I've got a very fighter heavy party. Only the friend that introduced me to the group has ever played in eberron before, so I also gave them about a 14 page packet of photo copies to give them a lil bit of a primer of eberron's history etc so as to give them some back-story on eberron. I don’t know how much they'll read but its something. The party appears to be going to consist of the following. A Shifter Fighter that will eventually become a Warshaper. He’ll have Track and Survival will be a class skill due a house-rule. Basically a rangerfied fighter. This is the Eberron experienced player. He's offered to play something else if necessary but I dont want to ask him to and want to see what I can do with things as is. Besides, his char background well thought out and I dont want to make him change. A Human Paladin of the Silver Flame that will become a Sacred Exorcist of the Silver flame. He'll use a Maul (1-handed). This player seems psyched about eberron. He's thinking of a Dragonmark Heir based character as a back-up should the paladin die. A Half-Orc Fighter prolly using a 2-handed weapon. The player is not very experienced with D&D and I’ve been told they like the fighter cause its simple and they can bash stuff! A Warforged Artificer that'll be able to take care of traps and is likely going to provide most of the party's healing in the form of scrolls or potions. Player likes the idea of Warforged. A Elven Warmage that is the most powerful nasty cool butt-kicken Warmage I can conceive of (and I designed it!). May have it take the Force Missile Master out of the new Dragon mag. A Halfling Barbarian dino rider. The player doesn’t know yet as he wasn’t present for the survey and concepts but supposedly I've been informed would like the char concept. So their you have it... effectively... 4 Fighters, a Artificer and a Warmage (which is basically as nasty as any of the fighters) . The party will have limited healing, mostly in the form of Magic items crafted by the artificer and the paladin's lay on hands (which won’t help them at 1st level). They are also likely to be powerhouse's when it comes to any kind of combat encounter, pounding whatever they face if they dont get pounded first. As you can see its a rather militant group (effectively 2 actual fighter's, a Barbarian and a Paladin and a Warmage, the Artificer back-story suggests he’s ‘combat engineer’ as I like to thing of Warforged Artificers, handling traps, augmenting weapons and armors of the squad and healing other warforged <and itself>. So what kind of adventure would suit a group like this well? Suggestions anyone? -Zephyrus- [/QUOTE]
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