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<blockquote data-quote="orangefruitbat" data-source="post: 2644969" data-attributes="member: 3013"><p>Each player gets a wizard, say level 5, representing a newly graduated journeyman wizard. I recommend that every wizard is a specialist, preferably using the rules out of UA for extra differentiation.</p><p></p><p>Each player also gets a level 3 companion. This can be a fighter, ranger, rogue, expert, etc, and is a companion who is a skilled and valued companion. No primary spellcasters. Each player also gets 1-3 grogs. These are all fighters/warriors 1. (I prefer fighters, since they get the extra feat customization, but ymmv). Incidentally, if grogs get killed, they start at level 1 again.</p><p></p><p>Give the wizards a home base (tower, castle, dungeon). Alternatively, their first adventure is to claim a home base. Now, they have a place to keep their stuff, and needs maintenance, upkeep, etc.</p><p></p><p>Change the XP system. For every season (3 months) the wizard stays home and does research/item crafting, make an INT check (DC 10+1/2 your current level). If you succeed, gain 500 XP, if you fail, get 250 XP. Companions and grogs gain XP normally, but are capped so they can't be higher than (wizard level-2) or (wizard level-4, max lv 4).</p><p></p><p>This XP change makes it unattractive for wizards to go on adventures (hence, they have companions and grogs), but inevitably, at least one wizard needs to go to supervise. Generally, a player will play either a wizard, a companion, or a group of grogs. The on-duty wizard rotates from adventure to adventure. If more than one wizard goes, it's because the haul is worth the XP hit (a collection of rare spells, magic items, etc).</p></blockquote><p></p>
[QUOTE="orangefruitbat, post: 2644969, member: 3013"] Each player gets a wizard, say level 5, representing a newly graduated journeyman wizard. I recommend that every wizard is a specialist, preferably using the rules out of UA for extra differentiation. Each player also gets a level 3 companion. This can be a fighter, ranger, rogue, expert, etc, and is a companion who is a skilled and valued companion. No primary spellcasters. Each player also gets 1-3 grogs. These are all fighters/warriors 1. (I prefer fighters, since they get the extra feat customization, but ymmv). Incidentally, if grogs get killed, they start at level 1 again. Give the wizards a home base (tower, castle, dungeon). Alternatively, their first adventure is to claim a home base. Now, they have a place to keep their stuff, and needs maintenance, upkeep, etc. Change the XP system. For every season (3 months) the wizard stays home and does research/item crafting, make an INT check (DC 10+1/2 your current level). If you succeed, gain 500 XP, if you fail, get 250 XP. Companions and grogs gain XP normally, but are capped so they can't be higher than (wizard level-2) or (wizard level-4, max lv 4). This XP change makes it unattractive for wizards to go on adventures (hence, they have companions and grogs), but inevitably, at least one wizard needs to go to supervise. Generally, a player will play either a wizard, a companion, or a group of grogs. The on-duty wizard rotates from adventure to adventure. If more than one wizard goes, it's because the haul is worth the XP hit (a collection of rare spells, magic items, etc). [/QUOTE]
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