How can i maintain a group without a leader?


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1st level characters start with 100g each and as a group acquire 720g in coin, as well as 3040g worth of magic items, while 1st level on the way to 2nd. A 50g healing potion is then 1/80th or so of a party's resources for 1st level. And rapidly less as you go up in level.

For example, the game I started a few weeks ago has acquired 5 healing potions between 1st and 3rd and used 3 of them, and could easily have several more if they so chose. If they had no healer at all, I'd indeed have added a few more.

They're really quite cheap.
 

50 gold doesn't seem like much but when you are only getting 1/5 value from everything that is not just straight money and then it is costing you 25 gold every time you want to breakdown a magic item
 

Controllers are considered the most skippable of the roles amongst most I know.

And potions are wicked cheap.

Even the DMG states Strikers are the most skipable, which fits my experience as well. You can build other roles to do credible damage, but having control ability has been huge and missed mightily in games without it. Obviously some classes such as Warlock have a strong secondary controller ability and can work fine but still offer a degree of control that really makes things run much smoother.

Potions are cheap, just not nearly as effective in tough encounter sequences.
 

If you have restricted time to play, striker may actually be one of the least skippable. And frankly, we _all_ have restricted time to play - just sometimes it's more obvious when you're at a convention or doing an LFR module. But still, getting through more combats per day is always a goal.

I'd probably put things at Leader, Defender, Striker, Controller myself. But I also know that all striker parties work, and all four of the roles may easily be skipped.
 

50 gold doesn't seem like much but when you are only getting 1/5 value from everything that is not just straight money and then it is costing you 25 gold every time you want to breakdown a magic item

The economy assumes that magic items found will be used until you outgrow them and find better ones. If you're finding a lot of items that you have to sell because no one can use them, then your GM will need to compensate by altering the reselling/ disenchanting rules, or the party will end up increasingly underpowered.

This isn't saying the GM has to follow the "wish list" as recommended by WotC; I know many GMs prefer to surprise their players. But if no one in the party wears plate, then placing magical plate mail and counting it as a magic item's worth of treasure is wrong.
 

1st level characters start with 100g each and as a group acquire 720g in coin, as well as 3040g worth of magic items, while 1st level on the way to 2nd. A 50g healing potion is then 1/80th or so of a party's resources for 1st level. And rapidly less as you go up in level.

For example, the game I started a few weeks ago has acquired 5 healing potions between 1st and 3rd and used 3 of them, and could easily have several more if they so chose. If they had no healer at all, I'd indeed have added a few more.

They're really quite cheap.

Yes your characters start with 100gp, but often that is used on armour weapons, tents and things like that.

If we do a little sum. 10 encounters to level up. The priest could give 2 healing words per encounter.
If you replace those with healing potions that is 20 healing potions so 1,000 gp. All your coin and more.
But the kicker is that most normal groups will use those healing potions when in absolute dire straights. A group without a leader has to use them all the time, so has no reserve for when it gets real hard.

Besides, our group had 4 healing potions at the start. By the end of the 2nd encounter we were all dead. No chance to buy new.
5 ongoing Acid. Fail your save once and that is a healing potion gone.
 

Yes your characters start with 100gp, but often that is used on armour weapons, tents and things like that.

If we do a little sum. 10 encounters to level up. The priest could give 2 healing words per encounter.
If you replace those with healing potions that is 20 healing potions so 1,000 gp. All your coin and more.
But the kicker is that most normal groups will use those healing potions when in absolute dire straights. A group without a leader has to use them all the time, so has no reserve for when it gets real hard.

Besides, our group had 4 healing potions at the start. By the end of the 2nd encounter we were all dead. No chance to buy new.
5 ongoing Acid. Fail your save once and that is a healing potion gone.

I think you're overlooking the fact that the leader is actually replaced by another role. If that extra role is a striker, then you are taking enemies down faster. If that extra role is a defender, then you have a greater pool of hit points, and a higher defense character to remedy some of the healing that might be necessary. You shouldn't need that many more healing potions. In some fights, my warlord gets by with 0-1 inspiring words. We've gone through 2 encounters without a short rest, with my warlord not having any healing powers in the second encounter.

And ongoing 5 acid on one character is not going to TPK a whole party. I'm simply not buying what you're trying to sell here. Your DM must have made a mistake with the encounter level if you went through 4 healing potions and died after 2 encounters, or you had an extreme string of bad luck.

A level 1 party of any composition should be able to get through several level 1 and level 2 encounters with almost no risk of TPK, and can get through a level 3 encounter blowing some daily powers to survive it. Maybe if the party is particularly poorly composed and the enemies especially lethal, someone might die, but TPK is really hard to imagine.
 

Yes your characters start with 100gp, but often that is used on armour weapons, tents and things like that.

If we do a little sum. 10 encounters to level up. The priest could give 2 healing words per encounter.
If you replace those with healing potions that is 20 healing potions so 1,000 gp. All your coin and more.
But the kicker is that most normal groups will use those healing potions when in absolute dire straights. A group without a leader has to use them all the time, so has no reserve for when it gets real hard.

Besides, our group had 4 healing potions at the start. By the end of the 2nd encounter we were all dead. No chance to buy new.
5 ongoing Acid. Fail your save once and that is a healing potion gone.

Saying that the Cleric equates to 20 potions, at 2 Healing Words each over 10 encounters, is incredibly conservative when you consider that a potion generally does much less than the healing that even an unoptimized Cleric would do. The hit points that are lost based on the static value of a potion can be the difference between success and a TPK, in a tough encounter series.
 

I think you're overlooking the fact that the leader is actually replaced by another role. If that extra role is a striker, then you are taking enemies down faster. If that extra role is a defender, then you have a greater pool of hit points, and a higher defense character to remedy some of the healing that might be necessary. You shouldn't need that many more healing potions. In some fights, my warlord gets by with 0-1 inspiring words. We've gone through 2 encounters without a short rest, with my warlord not having any healing powers in the second encounter.

And ongoing 5 acid on one character is not going to TPK a whole party. I'm simply not buying what you're trying to sell here. Your DM must have made a mistake with the encounter level if you went through 4 healing potions and died after 2 encounters, or you had an extreme string of bad luck.

A level 1 party of any composition should be able to get through several level 1 and level 2 encounters with almost no risk of TPK, and can get through a level 3 encounter blowing some daily powers to survive it. Maybe if the party is particularly poorly composed and the enemies especially lethal, someone might die, but TPK is really hard to imagine.
but pretty much everything that can put out ongoing damage can do it multiple times all the times my party has died or come close to dying every time the monsters hit us they did ongoing damage
 

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