Joshua Randall
Legend
I run a homebrewed but pretty standard D&D game, with only two players. The small party consists of 2 PCs and 1 cohort; specifically, we have:
PC #1: dwarf Clr6/Ftr2 of the war-god
cohort: dwarf Ftr4/Pal2 of the war-god
PC #2: human Rog4/Rgr3, a stealthy scout-type
When it comes to dishing out the pain, this group can deliver. Both of the dwarves are pretty combat-optimized, and the rogue/ranger is adept at sniping and sneak-attacking. After a battle, the dwarf cleric/fighter is fine for keeping the group healthy. (I'm also relatively generous with healing potions. I make up for it by being stingy regarding other magic items.)
But the big issue here is lack of arcane magic. Neither of the players wanted to play an arcane spellcaster, and when PC #1 took his cohort, he specifically asked for a warrior-type. That means that, in situations that require arcane magic (and more and more of them do as the group advances in level), I have to insert an NPC mage.
I'm currently using an NPC sorcerer to provide some magical oomph. But that's not satisfactory. I find it too difficult to run the NPC as a realistic party member, and neither of the players has stepped up to take control. So the NPC mage ends up being a robotic cipher about whom nobody cares -- as an example, he bled out (to -10 hp) once because no one bothered to check his inventory for the two healing potions that could have saved him.
I tried to convince PC #2 to take the Leadership feat (at 6th level) and adopt the NPC sorcerer as his cohort, but the player didn't want to do that.
So I appeal to the collective wisdom of EN World for advice. Does my party even need arcane magic? Should I adjust the challenges they face to make them less magic-dependent? Is a personality-free NPC sorcerer okay, and I should just get over it? Help!
PC #1: dwarf Clr6/Ftr2 of the war-god
cohort: dwarf Ftr4/Pal2 of the war-god
PC #2: human Rog4/Rgr3, a stealthy scout-type
When it comes to dishing out the pain, this group can deliver. Both of the dwarves are pretty combat-optimized, and the rogue/ranger is adept at sniping and sneak-attacking. After a battle, the dwarf cleric/fighter is fine for keeping the group healthy. (I'm also relatively generous with healing potions. I make up for it by being stingy regarding other magic items.)
But the big issue here is lack of arcane magic. Neither of the players wanted to play an arcane spellcaster, and when PC #1 took his cohort, he specifically asked for a warrior-type. That means that, in situations that require arcane magic (and more and more of them do as the group advances in level), I have to insert an NPC mage.
I'm currently using an NPC sorcerer to provide some magical oomph. But that's not satisfactory. I find it too difficult to run the NPC as a realistic party member, and neither of the players has stepped up to take control. So the NPC mage ends up being a robotic cipher about whom nobody cares -- as an example, he bled out (to -10 hp) once because no one bothered to check his inventory for the two healing potions that could have saved him.
I tried to convince PC #2 to take the Leadership feat (at 6th level) and adopt the NPC sorcerer as his cohort, but the player didn't want to do that.
So I appeal to the collective wisdom of EN World for advice. Does my party even need arcane magic? Should I adjust the challenges they face to make them less magic-dependent? Is a personality-free NPC sorcerer okay, and I should just get over it? Help!