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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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<blockquote data-quote="Desdichado" data-source="post: 6011764" data-attributes="member: 2205"><p>Rogues can do a lot more than steal stuff and sneak around, at least in any edition that I've played. Given that they have 8 skill points per level (in 3e, 3.5 and Pathfinder, anyway--the systems with which I'm most familiar) they can be built to do all kinds of things (including Use Magic Device.) Just about the only thing that you probably want to avoid throwing at them are combats that are sure to be lengthy battles of attrition, or opponents that really can only be harmed with magic. </p><p></p><p>Although, again, with Use Magic Device, and the ability to make available wands, potions, staves, rods, etc. for rogues to use, you can probably even do the latter.</p><p></p><p>Although I've never run a game literally for all rogues, I have run a game for <em>mostly</em> all roguish types, buttressed by a few cross class levels of fighter and a single barbarian. It was one of my most successful campaigns. I had more fun running that (and I think my players had more fun playing that) then any of the last half dozen or more campaigns I've been involved with.</p><p></p><p>And with the release of the archetypes in Pathfinder, running a game of <em>literally</em> all rogues, and casting the campaign in those terms before we even start, has been an ambition of mine for about the last year or so. Now I just need to find a way to make it all happen...</p></blockquote><p></p>
[QUOTE="Desdichado, post: 6011764, member: 2205"] Rogues can do a lot more than steal stuff and sneak around, at least in any edition that I've played. Given that they have 8 skill points per level (in 3e, 3.5 and Pathfinder, anyway--the systems with which I'm most familiar) they can be built to do all kinds of things (including Use Magic Device.) Just about the only thing that you probably want to avoid throwing at them are combats that are sure to be lengthy battles of attrition, or opponents that really can only be harmed with magic. Although, again, with Use Magic Device, and the ability to make available wands, potions, staves, rods, etc. for rogues to use, you can probably even do the latter. Although I've never run a game literally for all rogues, I have run a game for [I]mostly[/I] all roguish types, buttressed by a few cross class levels of fighter and a single barbarian. It was one of my most successful campaigns. I had more fun running that (and I think my players had more fun playing that) then any of the last half dozen or more campaigns I've been involved with. And with the release of the archetypes in Pathfinder, running a game of [I]literally[/I] all rogues, and casting the campaign in those terms before we even start, has been an ambition of mine for about the last year or so. Now I just need to find a way to make it all happen... [/QUOTE]
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