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<blockquote data-quote="KarinsDad" data-source="post: 95891" data-attributes="member: 2011"><p>This is generally a mistake.</p><p></p><p>This happened in my last campaign.</p><p></p><p>We had a Rogue, 3 Fighters, and a Psion. So, I added an NPC Druid to give them a little healing.</p><p></p><p>The Rogue ended up dying, so his player replaced him with a Wizard. The Psion ended up taking a level of Psi Warrior, just so that he could have a weapon and armor (that player later left the group due to 911). One of the Fighters took a few levels of Cleric due to them having so little healing.</p><p></p><p>The reason this is a problem is that generally, the PCs advantage over the NPCs is due to their spells. Mostly, they do not run into multiple enemy spell casters, so typically, the enemies do not outclass them spell-wise (in most campaigns).</p><p></p><p>So, with a party such as yours, you will find that they have to go buy healing potions all of the time if you challenge them at all in combat.</p><p></p><p>Without one or more party healers, you will have a greater frequency of someone getting knocked into negative points and nobody is able to stabilize them.</p><p></p><p>And without arcane area effect spells (or even divine ones for that matter), an encounter which is just generally challenging will suddenly become deadly due to hot rolls by the DM.</p><p></p><p>Of course, this is also dependent on whether you as a DM fudge your rolls. In our games, we make almost all rolls for PCs and NPCs out in the open, so there is no fudging of combat rolls to save the party by the DM.</p><p></p><p></p><p>I have seriously come to the conclusion that party make up balance is extremely important. PCs, especially low level ones, have four basic types of attacks: weapons, fire, spells, and turning. Your group is immediately limited to the first two, so a couple of Ghouls, for example, could be deadly.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 95891, member: 2011"] This is generally a mistake. This happened in my last campaign. We had a Rogue, 3 Fighters, and a Psion. So, I added an NPC Druid to give them a little healing. The Rogue ended up dying, so his player replaced him with a Wizard. The Psion ended up taking a level of Psi Warrior, just so that he could have a weapon and armor (that player later left the group due to 911). One of the Fighters took a few levels of Cleric due to them having so little healing. The reason this is a problem is that generally, the PCs advantage over the NPCs is due to their spells. Mostly, they do not run into multiple enemy spell casters, so typically, the enemies do not outclass them spell-wise (in most campaigns). So, with a party such as yours, you will find that they have to go buy healing potions all of the time if you challenge them at all in combat. Without one or more party healers, you will have a greater frequency of someone getting knocked into negative points and nobody is able to stabilize them. And without arcane area effect spells (or even divine ones for that matter), an encounter which is just generally challenging will suddenly become deadly due to hot rolls by the DM. Of course, this is also dependent on whether you as a DM fudge your rolls. In our games, we make almost all rolls for PCs and NPCs out in the open, so there is no fudging of combat rolls to save the party by the DM. I have seriously come to the conclusion that party make up balance is extremely important. PCs, especially low level ones, have four basic types of attacks: weapons, fire, spells, and turning. Your group is immediately limited to the first two, so a couple of Ghouls, for example, could be deadly. [/QUOTE]
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