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How do you handle doubling of classes?
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<blockquote data-quote="aco175" data-source="post: 8239391" data-attributes="member: 27385"><p>Never had a problem with it. We just finished a campaign with two rogues, cleric, and fighter. The rogues ended up as an assassin and trickster and one was more archer over sword. New campaign is fighter, rogue, cleric, and warlock, much like normal. The cleric is more a NPC since nobody else wanted to play one this time, more of a DMNPC without bringing those threads up again. Last campaign one of the rogues was as well.</p><p></p><p>Not sure on handling the groups. Last campaign was more a published adventure and the party did not have any large problems not having a mage-type. I likely changed some smaller things like certain items or allowed some magic to be traded. I guess if there was no cleric I likely would add some more healing such as potions or a wand-type that recharges. My normal campaigns are mostly homemade and get tailored as we go where I drop a sword that I think the fighter would like and get, or a ring that I think would go one place, but the player may choose something else. </p><p></p><p>There may also be some directional changes if there is more of one class or one missing. If there is no mage then no reason to bring circles and item creation unless a player want to, same with no cleric and bringing god elements in. With two or more bards, I may add some more to that element. Other bards from the past come back for good or ill and challenge them for joining forces in one party. Just don't forget to have the other PCs some time to shine as well.</p></blockquote><p></p>
[QUOTE="aco175, post: 8239391, member: 27385"] Never had a problem with it. We just finished a campaign with two rogues, cleric, and fighter. The rogues ended up as an assassin and trickster and one was more archer over sword. New campaign is fighter, rogue, cleric, and warlock, much like normal. The cleric is more a NPC since nobody else wanted to play one this time, more of a DMNPC without bringing those threads up again. Last campaign one of the rogues was as well. Not sure on handling the groups. Last campaign was more a published adventure and the party did not have any large problems not having a mage-type. I likely changed some smaller things like certain items or allowed some magic to be traded. I guess if there was no cleric I likely would add some more healing such as potions or a wand-type that recharges. My normal campaigns are mostly homemade and get tailored as we go where I drop a sword that I think the fighter would like and get, or a ring that I think would go one place, but the player may choose something else. There may also be some directional changes if there is more of one class or one missing. If there is no mage then no reason to bring circles and item creation unless a player want to, same with no cleric and bringing god elements in. With two or more bards, I may add some more to that element. Other bards from the past come back for good or ill and challenge them for joining forces in one party. Just don't forget to have the other PCs some time to shine as well. [/QUOTE]
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How do you handle doubling of classes?
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