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Having another wizard in the group...does it suck?
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<blockquote data-quote="Mercule" data-source="post: 6568095" data-attributes="member: 5100"><p>Doubling up on "roles" can go well or poorly, regardless of specific type. I've seen two fighters where both players wanted to stand out in toe-to-toe combat, compared to everyone else in the group. One of the issues we had when starting 5E was how easily everyone was able to add a bit of stealth to their character and leave the thief/rogue feeling useless (a reread of rogue abilities fixed that). If one wizard wants to be the mysterious stranger and the other wants to be the walking encyclopedia, it won't go well.</p><p></p><p>That's a <u>player</u> issue, though, not a character issue. The two fighters could be played as fun competitiveness. The rogue in the all stealth group could easily end up the leader and best at the shtick. If the walking encyclopedia is very frenetic and can spout a little about a lot, but the stranger knows the really weird stuff, both have a place. It just takes some give and take.</p><p></p><p>IME, it's generally the inability to work with others that makes the tension at the table. Everyone has bad days, but try to work with the others.</p><p></p><p>For the other issues:</p><p></p><p>DM has final say in group size and composition, but should either know the players well enough or consult with them. There's a difference between leader and dictator. Host (assuming other than GM) also has an absolute veto on who comes into their home.</p><p></p><p>I <u>never</u> allow more than one PC. Do not even fathom why you'd do this (troupe play may be different, but has its own convensions). If you have a small group, the DM controls NPC party members, who are explicitly supporting cast. I also despise the DMPC; the DM should always be able to divorce himself from any character.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6568095, member: 5100"] Doubling up on "roles" can go well or poorly, regardless of specific type. I've seen two fighters where both players wanted to stand out in toe-to-toe combat, compared to everyone else in the group. One of the issues we had when starting 5E was how easily everyone was able to add a bit of stealth to their character and leave the thief/rogue feeling useless (a reread of rogue abilities fixed that). If one wizard wants to be the mysterious stranger and the other wants to be the walking encyclopedia, it won't go well. That's a [u]player[/u] issue, though, not a character issue. The two fighters could be played as fun competitiveness. The rogue in the all stealth group could easily end up the leader and best at the shtick. If the walking encyclopedia is very frenetic and can spout a little about a lot, but the stranger knows the really weird stuff, both have a place. It just takes some give and take. IME, it's generally the inability to work with others that makes the tension at the table. Everyone has bad days, but try to work with the others. For the other issues: DM has final say in group size and composition, but should either know the players well enough or consult with them. There's a difference between leader and dictator. Host (assuming other than GM) also has an absolute veto on who comes into their home. I [u]never[/u] allow more than one PC. Do not even fathom why you'd do this (troupe play may be different, but has its own convensions). If you have a small group, the DM controls NPC party members, who are explicitly supporting cast. I also despise the DMPC; the DM should always be able to divorce himself from any character. [/QUOTE]
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