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How can i maintain a group without a leader?
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<blockquote data-quote="keterys" data-source="post: 5013357" data-attributes="member: 43019"><p>I've done plenty of games without a leader in LFR. For example, we did one with a paladin and four warlocks (one of each type), three controllers and two strikers, and a week or two ago I ran my invoker as the party leader with his 1/enc healing spirit (shaman multiclass) and 1/enc shielding light as the only form of defenses. </p><p></p><p>Remember, not having a leader means you have something else that's good. You have a little less leeway in terms of throwing extremely threatening encounters, but potions are actually plenty effective enough in a lot of cases. I'd also suggest giving the party a healer's sash or two.</p><p></p><p>Consider any of the following houserules:</p><p>* Second Wind may be done as a minor action, but gives no defense bonus if you do. Dwarves still get it as a minor, but get a +4 defense bonus when they do it.</p><p>* Whenever you drink a healing potion, you may also expend your second wind to heal a surge.</p><p>* Second Wind also grants you a save against any effects a save can make (optionally, at a +2 bonus)</p><p>* Everyone gains a bonus feat-equivalent, either the tribal feat for increased healing surge value (effectively +5 or 6 to surge value) or one healing/inspiring/majestic word.</p></blockquote><p></p>
[QUOTE="keterys, post: 5013357, member: 43019"] I've done plenty of games without a leader in LFR. For example, we did one with a paladin and four warlocks (one of each type), three controllers and two strikers, and a week or two ago I ran my invoker as the party leader with his 1/enc healing spirit (shaman multiclass) and 1/enc shielding light as the only form of defenses. Remember, not having a leader means you have something else that's good. You have a little less leeway in terms of throwing extremely threatening encounters, but potions are actually plenty effective enough in a lot of cases. I'd also suggest giving the party a healer's sash or two. Consider any of the following houserules: * Second Wind may be done as a minor action, but gives no defense bonus if you do. Dwarves still get it as a minor, but get a +4 defense bonus when they do it. * Whenever you drink a healing potion, you may also expend your second wind to heal a surge. * Second Wind also grants you a save against any effects a save can make (optionally, at a +2 bonus) * Everyone gains a bonus feat-equivalent, either the tribal feat for increased healing surge value (effectively +5 or 6 to surge value) or one healing/inspiring/majestic word. [/QUOTE]
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How can i maintain a group without a leader?
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