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Advice for DM w/ Fighter Strong Party in Eberron
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<blockquote data-quote="Rel" data-source="post: 1989799" data-attributes="member: 99"><p>I think you'll be able to work with these character concepts pretty well. I was talking with Henry (the ENWorld Mod) this past weekend about his Eberron game and he started the PC's off as members of the Cyran military on the last day of The Last War. They had a "prequel" game where they had a huge battle as the nation was literally being destroyed around them. Ultimately they were captured/rescued by a Karnathi legion and became prisoners of war (and were presumably treated humanely) before being released after the Treaty of Thronehold. Thus they started adventuring life as ex-military refugees of a nation that no longer existed and prison buddies. If that doesn't bond a party together then I don't know what will!</p><p></p><p>From there just run adventures that are a bit combat heavy and see how it goes. If they cop to the idea of getting ahold of a few Wands of Cure Light Wounds after 2nd or 3rd level then you should expect them to be pretty much "battle ready" 24/7. They are going to have good "Strategic Readiness" but limited endurance on a "Tactical" level. What I mean by this is that during a fight they won't be able to do much significant healing (aside from the occasional potion) without a Divine Spellcaster. But as soon as the fight is over they'll "Wand Up" to something close to full HP and be ready to go again. I think that a series of short fights will be easy for them but one big battle will sap their One Use healing items and have them struggling to make it through to the end.</p></blockquote><p></p>
[QUOTE="Rel, post: 1989799, member: 99"] I think you'll be able to work with these character concepts pretty well. I was talking with Henry (the ENWorld Mod) this past weekend about his Eberron game and he started the PC's off as members of the Cyran military on the last day of The Last War. They had a "prequel" game where they had a huge battle as the nation was literally being destroyed around them. Ultimately they were captured/rescued by a Karnathi legion and became prisoners of war (and were presumably treated humanely) before being released after the Treaty of Thronehold. Thus they started adventuring life as ex-military refugees of a nation that no longer existed and prison buddies. If that doesn't bond a party together then I don't know what will! From there just run adventures that are a bit combat heavy and see how it goes. If they cop to the idea of getting ahold of a few Wands of Cure Light Wounds after 2nd or 3rd level then you should expect them to be pretty much "battle ready" 24/7. They are going to have good "Strategic Readiness" but limited endurance on a "Tactical" level. What I mean by this is that during a fight they won't be able to do much significant healing (aside from the occasional potion) without a Divine Spellcaster. But as soon as the fight is over they'll "Wand Up" to something close to full HP and be ready to go again. I think that a series of short fights will be easy for them but one big battle will sap their One Use healing items and have them struggling to make it through to the end. [/QUOTE]
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