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Purposely NOT filling the four roles
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<blockquote data-quote="Azalnubizar" data-source="post: 2885078" data-attributes="member: 17511"><p>interesting, since I just got a new group started...</p><p></p><p>...since we are lacking 2 players ATM (one is on vacation and be back next session, the other one might show up again and might not) I gave them an extra level to start in <em>Hord of the Red Hand</em>.</p><p></p><p>they decided on:</p><p>Rogue / Fighter (heading for Temple Raider)</p><p>Rogue / Barbarian (heading for Holy Liberator)</p><p>Bard ( heading for Heartwarder )</p><p></p><p>they do cover a bit of most classes (Rog/Ftr and Rog/Bar as tanks, ATM Bard as healer, Bard as Arcane caster and both rogues as rogues) but not 100%. This might become interesting in the long run... both tanks will have limited access to divine healing magic and the bard allready has a bit arcane healing magic. They have divided up the Rogue skills - the Barabian becoming the more stalk/hide intensive, while the Rogue/Fighter has concentrated more on the open-lock/Disable trap - stuff... </p><p></p><p>My experience is, that it can be very much fun and very interesting playing a group not filling every role, but it can also lead to TPKs and very deadly situations...</p><p></p><p>I recently had a group that lacked (through sudden death of their cleric) any healing power and did because of an unreasonable deadly poison... </p><p></p><p>...if you write your adventures yourself it might make things much easier... if you have to scale your adventure... well...</p><p></p><p>... let's take aboves group... the rogue-skills will probably not maxed out as they could be by a pure rogue. Therefore they will have trouble disabling traps. So how do you scale it? Do you still leave traps with DCs that the rogue still can't beat or do you scale them in a way that the rogue can beat it... in the first case - why scale them at all then? In the second case - well, how should you scale them... so the rogue beats it with a 10? 15? 20?... </p><p></p><p>I don't think that premade adventures should be scaled that much... I would prefer the group to handle the missing stuff themselves... or hire someone (which my group never does, because they hate playing NPCs)j</p></blockquote><p></p>
[QUOTE="Azalnubizar, post: 2885078, member: 17511"] interesting, since I just got a new group started... ...since we are lacking 2 players ATM (one is on vacation and be back next session, the other one might show up again and might not) I gave them an extra level to start in [i]Hord of the Red Hand[/i]. they decided on: Rogue / Fighter (heading for Temple Raider) Rogue / Barbarian (heading for Holy Liberator) Bard ( heading for Heartwarder ) they do cover a bit of most classes (Rog/Ftr and Rog/Bar as tanks, ATM Bard as healer, Bard as Arcane caster and both rogues as rogues) but not 100%. This might become interesting in the long run... both tanks will have limited access to divine healing magic and the bard allready has a bit arcane healing magic. They have divided up the Rogue skills - the Barabian becoming the more stalk/hide intensive, while the Rogue/Fighter has concentrated more on the open-lock/Disable trap - stuff... My experience is, that it can be very much fun and very interesting playing a group not filling every role, but it can also lead to TPKs and very deadly situations... I recently had a group that lacked (through sudden death of their cleric) any healing power and did because of an unreasonable deadly poison... ...if you write your adventures yourself it might make things much easier... if you have to scale your adventure... well... ... let's take aboves group... the rogue-skills will probably not maxed out as they could be by a pure rogue. Therefore they will have trouble disabling traps. So how do you scale it? Do you still leave traps with DCs that the rogue still can't beat or do you scale them in a way that the rogue can beat it... in the first case - why scale them at all then? In the second case - well, how should you scale them... so the rogue beats it with a 10? 15? 20?... I don't think that premade adventures should be scaled that much... I would prefer the group to handle the missing stuff themselves... or hire someone (which my group never does, because they hate playing NPCs)j [/QUOTE]
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