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<blockquote data-quote="Skaros" data-source="post: 97483" data-attributes="member: 1401"><p>I have to agree with karins dad and Merc.</p><p></p><p>I dont think the DM should alter the reality of the world he is running so that all of the sudden whole classes of creatures and compositions of enemies no longer include ones that it used to...just because a group of 5 guys, none of which happen to be clerics and wizards, decide to travel together.</p><p></p><p>This is what you are doing if you always make sure every encounter the players run into is well-suited to their particular party make-up. Hmm...my party of non-spellcasters just entered a particularly deadly forest that powerful adventurers often don't return from. Ah well, no clerics, looks like they only run into kobolds...and not too many of them!</p><p></p><p>If the players all decide to play non-spellcasters, great, but then they should operate quite a bit differently than a group that includes 2 clerics and a wizard shouldn't they?</p><p></p><p>I mean, they should focus a lot more on hit and run...scouting to avoid overly deadly encounters, and investing in potions and protective magics. Maybe they should actively cultivate relationships with the local churches, and cultivate friendships and favors there so they have healing aid available, etc.</p><p></p><p>Of course, if the campaign style of the DM is to run them through modules that ASSUME availability of healing magic, then, seems to me, that is a bad fit for a group where everyone picks whatever they want to play without regard for group dynamics.</p><p></p><p>-Skaros</p></blockquote><p></p>
[QUOTE="Skaros, post: 97483, member: 1401"] I have to agree with karins dad and Merc. I dont think the DM should alter the reality of the world he is running so that all of the sudden whole classes of creatures and compositions of enemies no longer include ones that it used to...just because a group of 5 guys, none of which happen to be clerics and wizards, decide to travel together. This is what you are doing if you always make sure every encounter the players run into is well-suited to their particular party make-up. Hmm...my party of non-spellcasters just entered a particularly deadly forest that powerful adventurers often don't return from. Ah well, no clerics, looks like they only run into kobolds...and not too many of them! If the players all decide to play non-spellcasters, great, but then they should operate quite a bit differently than a group that includes 2 clerics and a wizard shouldn't they? I mean, they should focus a lot more on hit and run...scouting to avoid overly deadly encounters, and investing in potions and protective magics. Maybe they should actively cultivate relationships with the local churches, and cultivate friendships and favors there so they have healing aid available, etc. Of course, if the campaign style of the DM is to run them through modules that ASSUME availability of healing magic, then, seems to me, that is a bad fit for a group where everyone picks whatever they want to play without regard for group dynamics. -Skaros [/QUOTE]
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