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<blockquote data-quote="Aust Diamondew" data-source="post: 2889882" data-attributes="member: 5156"><p>Yea in a short campaign over last summer (3 months). Started at level 7, the PCs were newly hired teachers at a wizard academy (think Terry Pratchett).</p><p>I forced them all to be different specialist too.</p><p>Characters were:</p><p>Fire elf evoker</p><p>Gnome illusionist</p><p>Drow Elf Necromancer (I reduce drow LA to +1 in my games so it didn't hurt him too bad)</p><p>Human Diviner (left game half way through summer)</p><p></p><p>It went pretty well. I allowed specialist variants from Unearthed Arcana, the necro took the skeletal minion variant, they used him and other undead to tank for them. To heal they used improved versions of healing salves (an alchemical item from Tome and Blood that heals 1d8 damage with a full round of application, I allowed for 2d8, 3d8 and 4d8 versions).</p><p></p><p>It was a good game, players who'd never played wizards or done item creation before got to try it out.</p><p></p><p>We ran from 7th-11th level. The idea was to play the game just that summer so at the end of the summer we ended it and went on to our next venture.</p><p></p><p>PS: My players are use to not having anyone heal them in combat (either no divine caster ora divine caster who only heals after combat or in combat if necessary). So they didn't really notice the lack of a cleric.</p></blockquote><p></p>
[QUOTE="Aust Diamondew, post: 2889882, member: 5156"] Yea in a short campaign over last summer (3 months). Started at level 7, the PCs were newly hired teachers at a wizard academy (think Terry Pratchett). I forced them all to be different specialist too. Characters were: Fire elf evoker Gnome illusionist Drow Elf Necromancer (I reduce drow LA to +1 in my games so it didn't hurt him too bad) Human Diviner (left game half way through summer) It went pretty well. I allowed specialist variants from Unearthed Arcana, the necro took the skeletal minion variant, they used him and other undead to tank for them. To heal they used improved versions of healing salves (an alchemical item from Tome and Blood that heals 1d8 damage with a full round of application, I allowed for 2d8, 3d8 and 4d8 versions). It was a good game, players who'd never played wizards or done item creation before got to try it out. We ran from 7th-11th level. The idea was to play the game just that summer so at the end of the summer we ended it and went on to our next venture. PS: My players are use to not having anyone heal them in combat (either no divine caster ora divine caster who only heals after combat or in combat if necessary). So they didn't really notice the lack of a cleric. [/QUOTE]
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