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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="GreyICE" data-source="post: 6012180" data-attributes="member: 6684526"><p>Yeah, but one of the first thing CharOp tried way back when when 4E released was running modules and encounters (EL+2 or EL+3 obv, CharOp) with 5 single-role parties. 5 Strikers, 5 Defenders, 5 Leaders, 5 Controllers. Apparently the Striker and Defender parties worked fine. The Leader parties completed all of the encounters, but with a horrible slog (like, 9+ rounds. Constantly). The Controller parties needed some really slick play and tended to take casualties, but they were described as "the most fun" when played. </p><p></p><p>In short, even parties that are "unbalanced" by 4E standards achieve a strong level of balance. 5 rogues can handle most encounters pretty well, although they will run into the occasional problem. </p><p></p><p>Balance, while decried by many, is excellent for allowing people to play what they like without creating issues where 1 party member overshadows another. The last 3.XE campaign I played (probably the last one ever, tbh) had a Wizard, Druid, Barbarian, Warlock, and Rogue. That same party would work fine in 4E, but in 3.X... ye gods. The pain. Ironically, I was playing a Druid because I was told my chosen class, the Warblade, was overpowered and would overshadow the party Barbarian. Yep. That happened.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6012180, member: 6684526"] Yeah, but one of the first thing CharOp tried way back when when 4E released was running modules and encounters (EL+2 or EL+3 obv, CharOp) with 5 single-role parties. 5 Strikers, 5 Defenders, 5 Leaders, 5 Controllers. Apparently the Striker and Defender parties worked fine. The Leader parties completed all of the encounters, but with a horrible slog (like, 9+ rounds. Constantly). The Controller parties needed some really slick play and tended to take casualties, but they were described as "the most fun" when played. In short, even parties that are "unbalanced" by 4E standards achieve a strong level of balance. 5 rogues can handle most encounters pretty well, although they will run into the occasional problem. Balance, while decried by many, is excellent for allowing people to play what they like without creating issues where 1 party member overshadows another. The last 3.XE campaign I played (probably the last one ever, tbh) had a Wizard, Druid, Barbarian, Warlock, and Rogue. That same party would work fine in 4E, but in 3.X... ye gods. The pain. Ironically, I was playing a Druid because I was told my chosen class, the Warblade, was overpowered and would overshadow the party Barbarian. Yep. That happened. [/QUOTE]
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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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