Party with no Arcane Caster.

bmcdaniel,

I have the spell-lists at home for the first cleric and I think up to 3rd level for the current cleric. It may be a day or two before I get to them, but I will post some stuff for you. The general idea was to search out spells that enhance the player's feel of the cleric, and they were not allowed to swap out totally useless spell options that didn't fit their alignment (all of the evil-ish spells for a good cleric, for example--they still had to keep those spells on the list). So, we added more versatility among the spells the cleric could cast, and did not increase the total number of spell options for the cleric.
 

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got a game with no rogue and no arcane caster. we got 1 bard and 1 druid and 1 cleric so i think spellcasting is gonna be huge..oh well no fireballs from beyond for me to deal with!!
 

No Arcane your lucky, I got no casters.

Finnally got to play saturday, started a new campain, only 2 experienced players, only one of whom had played 3e before.

I got, a rogue, a fighter, a monk, a barbarian, and a bard. And the bard just moved away, so there are now no casters in the party. They are so going to die


Got one guys says he want's to play a druid, if he ever shows up to a game.
 

DarwinofMind said:
I got, a rogue, a fighter, a monk, a barbarian, and a bard. And the bard just moved away, so there are now no casters in the party. They are so going to die

Why? Fighters and barbarians are tough. Monks have incredible saves. Rogues and monks can scout ahead, and allow the party to avoid things they might need magic to overcome. Rogues can use Use Magic Device skill to use wands and read scrolls (and if your Rogue invests in Spellcraft and Decipher Script as well, the checks are not that hard to make...) and a few of Wands of Cure Light Wounds (750 gp each) can supply all the hp healing the party needs, and keep a couple of Cure Blindness, Cure Disease and Lesser/Restoration potions in reserve. Then you're set!

As long as you don't overly restrict access to magic items I don't see why the party would have to do poorly!
 

I agree with Malin. The key is that you need to open up the ability of your players to purchase the neccessary magic items to make up for the lack of an arcane caster. Many campaigns and DMs overly restrict such things, making arcane casters more valauble then they should be.

In a well balanced campaign, wherein players are allowed to buy magic items that they want/need, a party can do just fine without an arcane caster. In fact, I think not having a "tank" or healer is much worse than not having an arcane caster in a balanced campaign.
 

I actually managed a campaign that is slightly represnted. Each player is allowed 2 PC's, one has to be a NPC class. I have A monk, Fighter( Archer), Ranger, Wizard. For NPC class I have 2 Warriors, and Expert (Mainly in rogue skills) and an Adept.

In the one I play in we have a Psion (Pyro one), Cleric, Fighter(clerics cohort, sunders things and cleraves), another fighter (tripping and disarming with polearems), Fighter thief, ANOTHER fighter ( Duel wields with that P-calss from MotW, And a Ranger...
Verey melee orientated asd you can see. BTW, the first three characters are gnomes...
 
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