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individual fun VS party needs
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<blockquote data-quote="Brother Ezra" data-source="post: 1661905" data-attributes="member: 15717"><p>Although I wouldn't mind having each of the four character "types" well represented in my campaign, I also give each player the free choice to play the class that they prefer. Shoehorning a player into a class that they don't enjoy or understand defeats the purpose of the game, which is to have fun.</p><p></p><p>My current campaign features seven players. When the seventh joined well after the campaign started, I let him know the race and class distribution of the current characters, and also let him know that the group was very heavy on combat-proficient characters, and had absolutely zero arcane spell casters. His choice of character: ranger. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p>But if that's the character he wants to run, I'm not going to overrule his decision because of a perceived inbalance in party class choices. So the party is a combat-heavy group; that's not really a big deal. They do great against brute-force opponents, and spell casting enemies tend to wreak havok. If one of the characters die as a result of the lack of defence against arcane spells, perhaps the next character created will be a wizard or sorceror. If not, that's okay too. </p><p></p><p>The adventures I design are done independently of which character classes are represented in the group. I don't downplay traps or spell casters just because they aren't represented in the current group. While they might breeze through a relatively tough combat session against an ettin, a 5th level enchanter might be able to take out half the party with a single spell. They benefit from their character choices in some respects, suffer from them in others. It tends to balance out in the end.</p></blockquote><p></p>
[QUOTE="Brother Ezra, post: 1661905, member: 15717"] Although I wouldn't mind having each of the four character "types" well represented in my campaign, I also give each player the free choice to play the class that they prefer. Shoehorning a player into a class that they don't enjoy or understand defeats the purpose of the game, which is to have fun. My current campaign features seven players. When the seventh joined well after the campaign started, I let him know the race and class distribution of the current characters, and also let him know that the group was very heavy on combat-proficient characters, and had absolutely zero arcane spell casters. His choice of character: ranger. :eek: But if that's the character he wants to run, I'm not going to overrule his decision because of a perceived inbalance in party class choices. So the party is a combat-heavy group; that's not really a big deal. They do great against brute-force opponents, and spell casting enemies tend to wreak havok. If one of the characters die as a result of the lack of defence against arcane spells, perhaps the next character created will be a wizard or sorceror. If not, that's okay too. The adventures I design are done independently of which character classes are represented in the group. I don't downplay traps or spell casters just because they aren't represented in the current group. While they might breeze through a relatively tough combat session against an ettin, a 5th level enchanter might be able to take out half the party with a single spell. They benefit from their character choices in some respects, suffer from them in others. It tends to balance out in the end. [/QUOTE]
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