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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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<blockquote data-quote="Nytmare" data-source="post: 6012010" data-attributes="member: 55178"><p>What GM where? If you were including me in your sweeping remark, I actually run about 75-80% of our games. These are group decisions made as a group not antagonistic party decisions made to ruin things for the DM.</p><p></p><p></p><p></p><p>How was any of this about player and DM rights before the two of you brought it up? Are you guys coming in from some other thread somewhere?</p><p></p><p></p><p></p><p>Not everyone is looking to play/run a game that's a show-and-tell of the Monster Manual. For my rogue campaign, we lost more than three quarters of the Monster Manual just because the entire game was taking place inside a city.</p><p></p><p>An all rogue party has to be EXTRA creative to deal with situations that a "balanced" group is able to handle easily. They'd also probably find something better to do than march lockstep into a toe to toe fight with a roc or an army.</p><p></p><p>"A party of rogues" doesn't necessarily mean "a party of the same character." My game had the tough guy with the heart of gold, the smart guy who liked to use magically aided illusions and disguises, the safe cracker with an outrageous gambling problem, and the sneaky guy with the sharp knives and dull back story. They outshone each other repeatedly depending on the circumstances.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 6012010, member: 55178"] What GM where? If you were including me in your sweeping remark, I actually run about 75-80% of our games. These are group decisions made as a group not antagonistic party decisions made to ruin things for the DM. How was any of this about player and DM rights before the two of you brought it up? Are you guys coming in from some other thread somewhere? Not everyone is looking to play/run a game that's a show-and-tell of the Monster Manual. For my rogue campaign, we lost more than three quarters of the Monster Manual just because the entire game was taking place inside a city. An all rogue party has to be EXTRA creative to deal with situations that a "balanced" group is able to handle easily. They'd also probably find something better to do than march lockstep into a toe to toe fight with a roc or an army. "A party of rogues" doesn't necessarily mean "a party of the same character." My game had the tough guy with the heart of gold, the smart guy who liked to use magically aided illusions and disguises, the safe cracker with an outrageous gambling problem, and the sneaky guy with the sharp knives and dull back story. They outshone each other repeatedly depending on the circumstances. [/QUOTE]
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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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