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<blockquote data-quote="Lord Twig" data-source="post: 7560669" data-attributes="member: 31754"><p>So to reiterate the situation that brought this issue up for me. I was running a published adventure for an adventurer's league game and had fast forwarded the game a bit to get to the end because a new season was starting. The players are generally younger and less experienced. While a more seasoned group in a more traditional game would usually make sure they had all of their bases covered, this group just plays with whoever shows up that night.</p><p></p><p>So that night we had a devotion paladin, a berserker barbarian, 2 eldritch knights, a thief rogue and a moon druid. The person who usually played a sorcerer didn't make it that night. So yeah. The paladin and barbarian where the most screwed. The group did have some ranged capabilities, and I managed to make it work, but it just highlighted how incredibly melee focused the paladin and barbarian were. The same probably would have been true for the fighters if they hadn't been eldritch knights.</p><p></p><p>Again, a more experienced, regular group would have been better prepared. And if I had been designing the adventure instead of reading it out of a book I could have put in other options. As it was I didn't realize the problem until I had already set the scene and they were in battle.</p><p></p><p>I guess the point is, a little system mastery is still required in 5e if you want to make an effective group. If you just "pick what's cool" and don't think ahead, you can screw yourself a bit in certain circumstances.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 7560669, member: 31754"] So to reiterate the situation that brought this issue up for me. I was running a published adventure for an adventurer's league game and had fast forwarded the game a bit to get to the end because a new season was starting. The players are generally younger and less experienced. While a more seasoned group in a more traditional game would usually make sure they had all of their bases covered, this group just plays with whoever shows up that night. So that night we had a devotion paladin, a berserker barbarian, 2 eldritch knights, a thief rogue and a moon druid. The person who usually played a sorcerer didn't make it that night. So yeah. The paladin and barbarian where the most screwed. The group did have some ranged capabilities, and I managed to make it work, but it just highlighted how incredibly melee focused the paladin and barbarian were. The same probably would have been true for the fighters if they hadn't been eldritch knights. Again, a more experienced, regular group would have been better prepared. And if I had been designing the adventure instead of reading it out of a book I could have put in other options. As it was I didn't realize the problem until I had already set the scene and they were in battle. I guess the point is, a little system mastery is still required in 5e if you want to make an effective group. If you just "pick what's cool" and don't think ahead, you can screw yourself a bit in certain circumstances. [/QUOTE]
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