GMs & DMs: What do you do with (severely) unbalanced adventuring parties?

Huh, my group has always loved the kind of problem solving and situations that go along with an "all x" party.

A party of mages looking to start their own school on the ruins of a (supposedly) abandoned temple, a group of rogues trying to unseat a mob family in a bustling port town, a gnomish cavalry unit riding rams trapped behind enemy lines...
 

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Using the Pathfinder rules with the archetypes, only makes the notion of an all-rogue party even more intriguing.

I'm actually quite excited to dust off that concept and see if I can't get my group to go for it.

But first we need to finish the Star Wars campaign we're in now, so it'll be a long time before that's an option again.
 

How come the GM is always treated as crap in these situations. The GM is a player as well, GMs arent some company there to cater to the customer's whim. If they players arent having fun that sucks, but it also goes the other way if the GM isnt having fun then he won't care about the game. Why do people not realize it goes both ways?

inb4 someone twists my words saying GMs only matter and i'm a bad GM for not catering to the players every whim.
 

inb4 someone else gets to twist Evenglare's words before me.

Aside from the obvious that Evenglare is a bad DM who should cater to his players' needs, I will say that, like so many similar threads, this one also looks to become one of player's rights vs. DM's rights.

That said, I agree 100% with Hobo and Evenglare.
 

Please excuse me but I must say that I'm baffled that people are satisfied with unbalanced groups.
With an all-rogue party you basically lose quarter of the monsters in Monster Manual.
With an all-rogue party you lack many creative approaches to many situations which a balanced group might have.
With an all-rogue party you make the XP system very difficult. Four 9th-level rogues are no match to a Roc. Also dealing large masses of opponents is difficult without a mid-level wizard.
Also one of the rogues might be outshone by the others, thus being useless.
 

My satisfaction comes from happy players. I also don't rely on published adventures, preferring instead to run adventures tailored more to that party, whatever their composition. I also don't concern myself with what percentage of the Monster Manual might not work with a certain party composition. There will always be other games with other parties to showcase other monsters.

All the above comes with the caveat that I run the system/genre/setting/theme that I want. We all should have fun.
 

As DM, correcting an imbalance in the party isn't my job.

The players pick their characters, and the players pick the challenges that they want to pursue. If all PCs are thief types, they may do well if they decide to concentrate on heists in the city. If they head into a dungeon - not so much.

If all PCs are arcane casters, they are ill-equipped to handle any challenge by themselves. They may try to recruit hireling, henchmen, or even an NPC fighter of equivalent rank. If they try, they may get some success, if they're willing to part with enough gold. If they don't try I won't foist NPCs upon them if they don't want 'em.

If the all magic-user party heads into the dungeon without any fighters, they will likely suffer death and defeat. Or perhaps they will somehow triumph. Either way, whatever happens, happens.
 

There are some caveats to running unbalanced parties

For example, part of the power of an all rogue (or all stealthy) group is that they will ambush the bad guys a lot. This can lead to some VERY boring combats where (hopefully) all the fun was in sneaking in and getting the drop on the bad guys. The GM has to be willing to let the players succeed in their ambushes and everybody has to be happy with occassional VERY anticlimactic battles.

My current group has all stealthy characters so I know whereof I speak :-)

It is also harder to adjust written adventures.

That said, if the GM is willing to do the extra work and if the players are happy getting what they asked for just about any group can work out so long as the characters are reasonably balanced wrt each other.
 

How come the GM is always treated as crap in these situations. The GM is a player as well, GMs arent some company there to cater to the customer's whim. If they players arent having fun that sucks, but it also goes the other way if the GM isnt having fun then he won't care about the game. Why do people not realize it goes both ways?

inb4 someone twists my words saying GMs only matter and i'm a bad GM for not catering to the players every whim.
Who said anything about the GM being treated like crap? The GM runs the show. Everything is under his control with one exception--the player characters (not that he doesn't have veto rights for concepts that just don't work for the campaign, or which he feels are unacceptable for some other reason.) I have no idea how as GM I'm being treated like crap because my philosophy is not to passive aggressively punish my players for wanting to play different characters than I might want them to.

As GM, I have the most fun when the game is successful. My game is most successful when my players are enjoying the game. The GM is hardly being treated like crap in this situation. It's a win-win for everyone.
I will say that, like so many similar threads, this one also looks to become one of player's rights vs. DM's rights.
It does now, anyway.
Please excuse me but I must say that I'm baffled that people are satisfied with unbalanced groups.
With an all-rogue party you basically lose quarter of the monsters in Monster Manual.
With an all-rogue party you lack many creative approaches to many situations which a balanced group might have.
With an all-rogue party you make the XP system very difficult. Four 9th-level rogues are no match to a Roc. Also dealing large masses of opponents is difficult without a mid-level wizard.
Also one of the rogues might be outshone by the others, thus being useless.
1) I have almost a dozen monster manuals. So what? For that matter, I prefer NPCs as opponents most of the time anyway. Monsters are only special if they're treated somewhat more rarely.
2) And I've facilitated the use of much more creativity instead of inviting the cookie-cutter, predictable approach that a balanced party offers.
3) I don't care too much about the XP system. I already run it pretty fast and loose. It's not more difficult in an all rogue party; it's less. At least for me. And yes, mobs are more difficult. That's not a flaw, that's a bonus. Same with Undead. I like that rogues are less effective at damaging them, and that they can't just be turned. Makes them much more exciting to use again. Besides, have you ever seen a rogue with maxed out bonuses in Diplomacy, with synergy from Bluff, high Charisma, and Skill Focus? I'm talking nearly +20 checks at third level craziness. If anything, the rogue is much more effective than the wizard with his fireball. Marc Anthony, move aside. My rogue came to bury Caesar, not to praise him.
4) Something that already happens in a normal game as it is. This seems less likely to occur, not more.

I mean, I see where you're going, but it doesn't really bother me. Just like I'm not bothered that The Bourne Legacy didn't include beholders and dragons, it doesn't bother me that certain monsters may not turn up in every campaign. Sometimes they just don't fit. I greatly prefer skullduggery and intrigue anyway, and an all-rogue party is perfect for that kind of game. Again; a successful game is a collaborative effort. If the GM is trying to run roughshod over his players and take away their one element of actual choice (or punish them for making the choices that they did) then that's not my idea of collaboration. Likewise, although it's not really relevent to this discussion, if the players don't work with the GM and bring characters that are appopriate to the context of the campaign concept that the GM has pitched to them, the campaign is equally likely to fail.

It isn't a GM vs. player situation. It's a GM with the players situation. Without collaboration, the game is likely to fail. And it's equally likely to fail if the GM or the players are unwilling to collaborate. In my opinion, the situation described in the first few responses are clear indicators of GM's being unwilling to collaborate with their players. That leads inevitably to unsatisfied and unhappy players, and games that--while they may not be overt failures--aren't likely to be rousing successes that are talked about years after the fact either.
 
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It depends.

If they know we're going to be playing Rise of the Runelords or something akin to a general adventure path or adventure and they come up with a set of all rogues, they may have some quick thinking to do if they discover they don't have enough bases covered. I would encourage some smart multiclassing or henchman hiring choices to cover the slack. It really doesn't take a lot of levels in an alternative multiclass to provide significant help, but they will have to come up with strategies to excel against challenges designed to include healers, wizards, and front-line fighters.

If we don't have a particular campaign plan in mind, however, and they come up with all rogues, that gives me some direction that may help and I can tailor the campaign to their obvious desire to play rogues.

The key issue here is what assumptions are known before they go ahead with character generation. If they devise characters that expose a grave misunderstanding or even rejection of those assumptions, it may be time to start at the drawing board with respect to planning the campaign.

This issue as a whole is one reason I prefer to have the players generate their PCs all together. Then we can address the issue together and make sure everybody knows the assumptions from the beginning.
 

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