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<blockquote data-quote="Yora" data-source="post: 6022572" data-attributes="member: 6670763"><p>Don't make the campaign about killing monsters and taking their stuff. I've run a couple of games that had no arcane or divine caster and those worked just fine.</p><p></p><p>Instead make it about exploring places, making allies, escaping from dangerous locations, searching for treasure. If sometimes killing monsters and enemies is the best solution to get what they want or need that's perfectly fine, but those situations are some of the obstacles they have to overcome in the story, not the whole story by themselves. Even fighters are not completely useless outside of combat, still have strength and a few skills, which are not so bad when they are not running around in full plate but maybe masterwork breastplate or a chain shirt. And a lot of the times, it's really the player who comes up with ideas what to do and isn't so much about the character who uses an ability to actually do it. Barbarians and Rangers do even better in that regard with more skills.</p><p>Low- and mid-level works of course best for such a thing, which you should do anyway with a new player. Start at 1st to 3rd level and then stay at each level for a couple of play sessions before advancing to new levels and getting new abilities.</p><p>If you have spontaneous spellcasters, they probably won't be much of a problem since they don't have a lot of spells. If a sorcerer learns spider climb, it will probably be much smarter to cast it on a rogue or fighter rather than himself. Prepared spellcasters have more opportunities to have the right spell for every situation, but they can only cast it once or twice before obstacles have to be overcome with good old fashioned using your arms and legs. It's not a problem with most groups, but when players who play spellcasters tend to be ultra prepared for everything, strongly limit the access to scrolls and wands. A wizard with a wand of knock does not need to prepare knock and has it available all the time, and when needed to he can cast 50 times in a single day. That's what's making rogues and fighters redundant. But if he prepares it only once and does not have a wand and maybe only a single scroll, that he will want to keep it for a situation where it's really needed and the rogue just can't do it.</p></blockquote><p></p>
[QUOTE="Yora, post: 6022572, member: 6670763"] Don't make the campaign about killing monsters and taking their stuff. I've run a couple of games that had no arcane or divine caster and those worked just fine. Instead make it about exploring places, making allies, escaping from dangerous locations, searching for treasure. If sometimes killing monsters and enemies is the best solution to get what they want or need that's perfectly fine, but those situations are some of the obstacles they have to overcome in the story, not the whole story by themselves. Even fighters are not completely useless outside of combat, still have strength and a few skills, which are not so bad when they are not running around in full plate but maybe masterwork breastplate or a chain shirt. And a lot of the times, it's really the player who comes up with ideas what to do and isn't so much about the character who uses an ability to actually do it. Barbarians and Rangers do even better in that regard with more skills. Low- and mid-level works of course best for such a thing, which you should do anyway with a new player. Start at 1st to 3rd level and then stay at each level for a couple of play sessions before advancing to new levels and getting new abilities. If you have spontaneous spellcasters, they probably won't be much of a problem since they don't have a lot of spells. If a sorcerer learns spider climb, it will probably be much smarter to cast it on a rogue or fighter rather than himself. Prepared spellcasters have more opportunities to have the right spell for every situation, but they can only cast it once or twice before obstacles have to be overcome with good old fashioned using your arms and legs. It's not a problem with most groups, but when players who play spellcasters tend to be ultra prepared for everything, strongly limit the access to scrolls and wands. A wizard with a wand of knock does not need to prepare knock and has it available all the time, and when needed to he can cast 50 times in a single day. That's what's making rogues and fighters redundant. But if he prepares it only once and does not have a wand and maybe only a single scroll, that he will want to keep it for a situation where it's really needed and the rogue just can't do it. [/QUOTE]
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