Is an "all caster" party feasible?

Heck, with the splatbooks out now, you could arguably field a passable all-sorcerer party.

-One sorcerer with Arcane Disciple (Healing) and Spontaneous Healer.
-One battle sorcerer (UA variant) with the stalwart sorcerer option from Complete Mage. You give up a couple of spell slots, but use a couple of feats (for Medium Armour Proficiency and Battle Caster) and you're casting in medium armour with no penalties and (aside from 1st level) averaging the same HP as a Barbarian.
-One sorcerer with knock, instant search, and the like.
-One sorcerer to blast people.

That might actually be kinda fun.
 

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takyris said:
And of course, this all depends upon the game.

If your DM is running a module by the book, yeah, your wizard, sorcerer, cleric, and druid party might have some trouble. If your DM is running a campaign set in a magical university, then the party of wizards and clerics is gonna do just fine.
Exactly - in a by-the-book campaign, you'd probably have some issues with traps, locks and, to a lesser degree, melee combat. Though, ofcourse, the more Clerics in your party, the less melee combat is an issue - PHB clerics are great skull-bashers, especially if the said skull is that of an undead.

However, if I'd run a caster-only game, the focus will probably shift more towards riddles, roleplaying and mystical matters (for arcane casters) or towards moral/theological issues, roleplaying, undead-bashing and outsider-bashing (for divine casters, especially clerics) rather than towards traps, lockpicking and brute combat. I usually tailor my campaign once the characters are ready, and I don't think that a caster-only campaign should look like an "archetypical" (Fighter, Rogue, Cleric, Wizard) campaign, a basher-only campaign (Fighters, Rangers and Paladins) or a Rogue-only campaign. Different classes and different party formations fit differents styles of play and are good in overcoming different challenges.
 


Bah - 4 clerics = the win.

Someone mentioned Clerics + Elementals. It's not just that. Certain clerics can turn quite a few things. Clerics with the elemental domains don't just turn elementals.

Fire Domain
Granted Power

Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

According to Wizards and Customer Support - Water Creatures are all creatures with the water subtype. Fire Creatures are all creatures with the fire subtype. Notice that Air and Earth domain have the same effect.

Therefore - certain DRAGONS, outsiders, magical creatures, (did I mention dragons?), can all be turned.
 

We once had a sorcerer with high Str, Dex, Con and Cha, and non existant Int and Wis. Wielding a greataxe and Toughness as feat. 11 hp at level 1....

No problem for low levels if you build such a team.
 


Divine insight can help the clerics overcome skill-based challenges, as well.

I concur with some of the other writers...it'll be hardest at the low levels. Once you get access to 2nd and 3rd level spells, I think it's probably feasible, with smart players.
 

Absolutely, my party has 3 low BAB casters and 2 rogues (essentially). They simply choose to go on adventures that play to their strengths. If they don't, well, splat!

With 4 wizards try more urban adventure with more NPC interaction or dungeon delves of short length and/or fewer opponents.
 

As someone else said, 4 Clerics FTW.

Mix and match Druids if you feel like it.

Seriously, it's a little harder in 3.5 than it was in 3.0, but there is almost nothing that any other class can do that a properly built cleric can't do. You can build a cleric tank. You can build a cleric blaster. You can play the tradiational support role. It is the most indespensible class in the game, and one of the most powerful.

And that's even before we start talking about multiclassing into PrC's of say, god's of thievery or gods of war.

An arcane party is a little harder, but very doable. A druid or two to act as a tank/healer is recommended, but after a sufficient number of levels you'll get over the early weakness arcane spell casters have. Individual foes will have a hard time surviving the barrage of save or die effects. Massed foes will have a hard time surviving the barrage of area effects. With the normal rules for level advancement, you'll never really run out of wand or staff charges. With proper scouting and good use of buffs, they'll be very effective. They'll have to rest more often than a party that uses fighters, and they'll need to use more hit and run strategy than deep delves, but with access to teleport and such they'll be very very good at hit and run.
 

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