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GMs & DMs: What do you do with (severely) unbalanced adventuring parties?
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<blockquote data-quote="Ragmon" data-source="post: 6012440" data-attributes="member: 99604"><p>Here are my 2 cents about your problem <a href="http://www.enworld.org/forum/members/jon_dahl.html" target="_blank">Jon_Dahl</a>.</p><p></p><p><strong>In short</strong>: D&D is an RPG, its a sandbox game, where the players are only limited by there imaginations and DMs. </p><p>Problems a can be solved many ways and players should be never forced to play in the manner YOU the DM imagined.</p><p>And never forget a player can do anything, but his/her actions should have reactions/consequences, good or bad.</p><p></p><p></p><p><strong>Longer version with some examples:</strong></p><p>1. A party can only be unbalanced if your DM-ing a combat oriented story.</p><p></p><p>2. D&D is an RPG ("Role Playing Game", for those min-max, power playing, tier system oriented "sons-of-2-male-elfs", who forgot what it actually means to role-play).</p><p></p><p>3. There always is/should be more solutions to a problem.</p><p></p><p>4. A class should never be limited to there stereotypical role.</p><p>4.a. If a group of rogues choose to to infiltrate a castle to save the princess, let them. Instead forcing them to group up with the mercenary group hired by the king to storm the front gate.</p><p>4.b. Let the group of fighters interact and role-play the search for the aforementioned rogues at the banquet held by the Warlord who is forcing the princess to marry him. Instead of making them roll constantly to see if they can spot the rogues in disguise.</p><p>4.c. Allow the wizard group to out smart the traps in the dungeon instead of constantly roll search and disable device.</p><p></p><p>5. An adventure should NEVER be one sided, it should never be a "corridor" that the adventures have to walk through, but more like a real world scenario (with no invisible walls to hold you back, or enemies that automatically attack you, sterile empty rooms, or rooms where no items are usable to solve any problem, or situations where conversations cannot be applied....you get the basic idea i hope).</p><p>5.a. A taking of a castle doesent just involve soldiers who assault the castle. </p><p>5.b Facign a cult leader doesent always need to be an epic battle between him and the group.</p><p>5.c. You can always flood (divert a river) a dungeon to clear out enemies that need to breath.</p><p>5.d. You can always try and kill the magic item merchant for his wares.</p></blockquote><p></p>
[QUOTE="Ragmon, post: 6012440, member: 99604"] Here are my 2 cents about your problem [URL="http://www.enworld.org/forum/members/jon_dahl.html"]Jon_Dahl[/URL]. [B]In short[/B]: D&D is an RPG, its a sandbox game, where the players are only limited by there imaginations and DMs. Problems a can be solved many ways and players should be never forced to play in the manner YOU the DM imagined. And never forget a player can do anything, but his/her actions should have reactions/consequences, good or bad. [B]Longer version with some examples:[/B] 1. A party can only be unbalanced if your DM-ing a combat oriented story. 2. D&D is an RPG ("Role Playing Game", for those min-max, power playing, tier system oriented "sons-of-2-male-elfs", who forgot what it actually means to role-play). 3. There always is/should be more solutions to a problem. 4. A class should never be limited to there stereotypical role. 4.a. If a group of rogues choose to to infiltrate a castle to save the princess, let them. Instead forcing them to group up with the mercenary group hired by the king to storm the front gate. 4.b. Let the group of fighters interact and role-play the search for the aforementioned rogues at the banquet held by the Warlord who is forcing the princess to marry him. Instead of making them roll constantly to see if they can spot the rogues in disguise. 4.c. Allow the wizard group to out smart the traps in the dungeon instead of constantly roll search and disable device. 5. An adventure should NEVER be one sided, it should never be a "corridor" that the adventures have to walk through, but more like a real world scenario (with no invisible walls to hold you back, or enemies that automatically attack you, sterile empty rooms, or rooms where no items are usable to solve any problem, or situations where conversations cannot be applied....you get the basic idea i hope). 5.a. A taking of a castle doesent just involve soldiers who assault the castle. 5.b Facign a cult leader doesent always need to be an epic battle between him and the group. 5.c. You can always flood (divert a river) a dungeon to clear out enemies that need to breath. 5.d. You can always try and kill the magic item merchant for his wares. [/QUOTE]
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