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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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<blockquote data-quote="haakon1" data-source="post: 6012116" data-attributes="member: 25619"><p>I've never faced something that extreme as a DM.</p><p></p><p>I have faced a party with a lack of a front-line fighter, and I tried to fix it by recruiting another player to play that type of character. The party also solved it themselves, to some extent, by having the Rogue and Cleric act as melee combatants.</p><p></p><p>The challenges I presented for this party tended to be slightly on the easy side -- 1st level module when they were nearly 2nd level, that sort of thing, partially because they were inexperienced players.</p><p></p><p>In general, though, I used module fitted into my personal version of Greyhawk and modified to make more of a story arc within it/joined the modules together. I provide the setting, they provide the characters. I wouldn't give them totally different modules based on party design -- like I wouldn't take the undead out of the Caves of Chaos because the party lacked a cleric, or remove all traps and secret doors because they lack a thief.</p><p></p><p>To me, modifying the world so it's safety consciously revolving around the party composition would ruin the POINT of the experiment of trying a party with all clerics, or whatever.</p><p></p><p>I've play in parties that lacked a Rogue more than once . . . and to me, setting off a lot of traps is part of the "Fun" of that kind of party. You get what you pay for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="haakon1, post: 6012116, member: 25619"] I've never faced something that extreme as a DM. I have faced a party with a lack of a front-line fighter, and I tried to fix it by recruiting another player to play that type of character. The party also solved it themselves, to some extent, by having the Rogue and Cleric act as melee combatants. The challenges I presented for this party tended to be slightly on the easy side -- 1st level module when they were nearly 2nd level, that sort of thing, partially because they were inexperienced players. In general, though, I used module fitted into my personal version of Greyhawk and modified to make more of a story arc within it/joined the modules together. I provide the setting, they provide the characters. I wouldn't give them totally different modules based on party design -- like I wouldn't take the undead out of the Caves of Chaos because the party lacked a cleric, or remove all traps and secret doors because they lack a thief. To me, modifying the world so it's safety consciously revolving around the party composition would ruin the POINT of the experiment of trying a party with all clerics, or whatever. I've play in parties that lacked a Rogue more than once . . . and to me, setting off a lot of traps is part of the "Fun" of that kind of party. You get what you pay for. ;) [/QUOTE]
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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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