Same class party

Matafuego

Explorer
Have you ever played (or DM'd) a campaign with only one class available?

I read it in one of the post (the one in which the DM had banned all barbarians) one suggested doing an all-barbarian party. Have you ever tried that?
The closer I got was in a campaign where almost everybody was a Wizard. There was a human female elementalist (fire as chosen element) a fairie illusionist and a human male elementalist (wind as chosen element) the other member of the party was a Paladin (and there was a ranger too but he barely even played at all...).
The party didnt last for long, with the Paladin as their only "fighting force" they got wiped out by some mind controled sahuagins (actually the female survived but only because she was pregnant...) They never got past fourth level and we never tried something like that again.

What are your experiences??
 

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We played an all thief campaign. It was 2 ed so everyone had a different kit, but we were all thieves. It was actually very cool. We never went into a dungeon. It was mostly city based things. We had a lot of fun with it.
 

All rogue party through the streets of Sanctuary. THat was one of the best games. It can be done, but you need to make sure that each character is different. It's easier for them to step on each other's toes.
 

I'll add my voice to the chorus.

My first 3E campaign began with everyone taking their first level as Rogue and forming a two-bit thieves guild in opposition to the Big Time Thieves Guild in the city of Kandlmir.

It was a blast...they were very, very different from one another.
 

We ran a first edition campaign in which all the players were thieves and members of the thieves guild in a large city. It was a blast.

We also ran a first edition campaign in which all the players were barbarians. They were Northmen-type sea raiders. It was a blast.

We also ran a second edition campaign in which all of the players were ninjas from the same clan, working for a merchant clan which had immigrated to a large, Western city. It was a blast.

We talked about doing an all-wizard campaign, in which the players would all be studying at the same large wizards college, sort of a Harry Potter goes to college. But we got sidetracked and never attempted it.

We also talked about doing a campaign in which all the players were knights assigned to a border keep during a war. This was for second edition, and we were planning on everyone being cavaliers, but again we got sidetracked and never went through with it.
 

A friend and I wrote a couple of convention modules where the party sort of all cleric.

This was 2nd ed, and we used dual classing rules to add in a couple of extra classes - ie, one had been a fighter and then became a cleric.

The highest level in the party was 8, so it was ok to do a few levels of another class for some characters.

The setting was a multi-god church being established in new territories, with the players having to work together to deal with the natives, the local threats, etc.

IMO it worked really well. Giving the characters different gods meant they did have access to some different spells, and they had different philosphies.

Duncan
 

It seems that almost everyone tried an all-thief party :D:D:D I read about it in "The Complete Thief Handbook" but didn't imagine it was that great (well, when I saw "The Usual Suspects" all I wanted was to play an all thief party.. :D)
As regards the clerics, I don't know why my players don't like them very much. There is only one cleric (a 10th level one) and one payer with a level in cleric (Wizard 10/Cleric 1). In all this years there haven't been much more (well, there was a cleric last time we played but he stupidly died and didn't even last for a couple of hours!!)
 

I have been playing in an all paladins’ game since last summer, and it's a blast. Our GM is a pure master at manipulating our group, and I just can't wait out to see how's the campaign going to end.:D
We all have been given a glimpse of our future, and we know what's probably going to happen to us, if we play our cards right. It's just nerve wrecking to see yourself as a military leader in a battle that determines the future of the world, or worse as a emperor, or a master of the universe.:eek:
For gods sake, we are just measly youngsters who have just reached their paladinhood, and for some strange reasons we have been given some strange (and powerful) abilities.
One of us is practically immune to physical and magical damage when he dons his armor, and he fights like a master.
Our paladin/wizard has the memories of hundreds of wizards who have been dead for over thousand years, and he has so much power that he probably could easily disintegrate the nations capital (big), if only he could learn enough control of his powers.
My paladin/monk seems to have strange control over wood, and power to regenerate.
But what worries me the most is the fourth players paladin, who hasn't manifested any strange powers yet.
 
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