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General Tabletop Discussion
*Pathfinder & Starfinder
Party Composition - what's your recipe?
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<blockquote data-quote="kigmatzomat" data-source="post: 517071" data-attributes="member: 9254"><p>There is no "perfect" formula.  A good GM can adjust a game to match the available characters.  Should they go too far out of their way to do so?  No, not to the point it becomes hard to believe.  </p><p></p><p>There are times where they should feel the pain of their weaknesses.  In, for instance, a cleric-less party, it just isn't worthwile to pound them over and over with waves of foes.  Not without giving them the time & opportunity to change their character's playing styles; perhaps to something more stealthy.  (Or nihilistic.  Their choice)</p><p></p><p>If you can only run trap heavy games they should know that before hand to have someone prepared to deal with them.  Don't penalize the players but don't molly coddle them too much.  If their characters aren't suited for the setting something should adapt.  Either with an NPC hireling/follower or by changing their arena.  </p><p></p><p>One game had a bunch of combat lightweights discover that "Sauron" was returning.  They decided, rightly, that victory was impossible directly but that by notifying the locals militaries they could stop it indirectly.  With a war brewing the characters were ill-suited to fight, they were turned into ambassadors to try and recruit additional support.   Naturally the stealthier minions of evil would be trying to stop them but it would be more ambush and trickery than overwhelming force.</p><p></p><p>Poof.  The party is well aware of their combat limitations but is still valuable to the war.  The GM didn't have to significantly alter the plot, simply what roles the "heroes" played.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 517071, member: 9254"] There is no "perfect" formula. A good GM can adjust a game to match the available characters. Should they go too far out of their way to do so? No, not to the point it becomes hard to believe. There are times where they should feel the pain of their weaknesses. In, for instance, a cleric-less party, it just isn't worthwile to pound them over and over with waves of foes. Not without giving them the time & opportunity to change their character's playing styles; perhaps to something more stealthy. (Or nihilistic. Their choice) If you can only run trap heavy games they should know that before hand to have someone prepared to deal with them. Don't penalize the players but don't molly coddle them too much. If their characters aren't suited for the setting something should adapt. Either with an NPC hireling/follower or by changing their arena. One game had a bunch of combat lightweights discover that "Sauron" was returning. They decided, rightly, that victory was impossible directly but that by notifying the locals militaries they could stop it indirectly. With a war brewing the characters were ill-suited to fight, they were turned into ambassadors to try and recruit additional support. Naturally the stealthier minions of evil would be trying to stop them but it would be more ambush and trickery than overwhelming force. Poof. The party is well aware of their combat limitations but is still valuable to the war. The GM didn't have to significantly alter the plot, simply what roles the "heroes" played. [/QUOTE]
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Party Composition - what's your recipe?
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