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General Tabletop Discussion
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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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<blockquote data-quote="pemerton" data-source="post: 6012138" data-attributes="member: 42582"><p>The last time I ran B2 was about 25 years ago, but it played out similarly: the PCs were a duergar F/T and a svirfneblin I/T, and their adventuring was all in and around the Keep (exposing death cultists, mostly) - I don't think they went to the Caves at all.</p><p></p><p>I have GMed an all-rogue party (as described above) - at 6th level each switched from Thief to Thief-Acrobat, and the adventures focused around their exploits as cat burglars. It was a great campaign, mostly city based, and so drawing on the Monster Manual only occasionally.</p><p></p><p>I didn't experience the problem with creativity you mention either - quite the opposite, in fact. Because thieves/rogues are skill heavy and spell-light (especially in AD&D, which doesn't have the Use Magic Device skill nor, by default, easy magic item acquisition) they are excellent vehicles for creativity: strategic, tactical and in the minutiae of action resolution.</p><p></p><p>I have also run an all-warrior AD&D game: an Oriental Adventures game with a human bushi and human kensai. Another very fun game, with the obvious martial arts and honour themes making for a reasonably tight focus.</p><p></p><p></p><p></p><p>My experience here is much closer to S'mon's. Once the game is in to mid-to-high levels my experience is that a party of all casters is versatile and powerful. (Although this experience is mostly in Rolemaster rather than D&D.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6012138, member: 42582"] The last time I ran B2 was about 25 years ago, but it played out similarly: the PCs were a duergar F/T and a svirfneblin I/T, and their adventuring was all in and around the Keep (exposing death cultists, mostly) - I don't think they went to the Caves at all. I have GMed an all-rogue party (as described above) - at 6th level each switched from Thief to Thief-Acrobat, and the adventures focused around their exploits as cat burglars. It was a great campaign, mostly city based, and so drawing on the Monster Manual only occasionally. I didn't experience the problem with creativity you mention either - quite the opposite, in fact. Because thieves/rogues are skill heavy and spell-light (especially in AD&D, which doesn't have the Use Magic Device skill nor, by default, easy magic item acquisition) they are excellent vehicles for creativity: strategic, tactical and in the minutiae of action resolution. I have also run an all-warrior AD&D game: an Oriental Adventures game with a human bushi and human kensai. Another very fun game, with the obvious martial arts and honour themes making for a reasonably tight focus. My experience here is much closer to S'mon's. Once the game is in to mid-to-high levels my experience is that a party of all casters is versatile and powerful. (Although this experience is mostly in Rolemaster rather than D&D.) [/QUOTE]
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