Second opinion wanted: gaming group

Telperion

First Post
So, here's the thing:
I'm about to begin a new campaign in exactly 1 week and 1 day from now.
The players are, for the most part, doing the last changes into their characters.

The setting is as follows:
Scarred Lands, 153 AV.
Calastia, the duchy of Arminoff
Deity: Chardun the Slaver (LE, god of war, avarice, domination etc.)
All players will be Calastian nobility.
Starting level: 6
They have a fairly good income, so money shouldn't be a problem at the beginning of the game.

The group is composed of:
A fighter with an itch for intrigue and heroism.
A fighter / wizard who wants power and control.
A ranger / assassin who is hiding behind the guise of a "court dandy".
And finally a rogue / wizard who is basically a wild card. I still haven't got a good feel for this character (troubling a bit).

Now is this a good group composition for a campaign world where magic items are a good deal rarer than in D&D core settings? They won't be able to purchase wands or staves of Heal/Cure X from the nearest city, or even metropolis. Scrolls, potions and the odd one-time-only wondrous item will be available however.

I was thinking of throwing a venerable, retiring, (level 8) cleric of Chardun into their group, if they decide to wander away from the immediate areas near the capital of Calastia. Basically a heal-on-wheels that would keep the group alive long enough for them to get comfortable with their characters.

So, what do you think? Can this sort of a group work? The campaign isn't directed towards hack'n'slash. Even so this is a D&D game, and I have to consider the possibility that the characters may have to fight for their lives without a hundred guards around at some point.
 
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An interesting choice of setting. By using Calista, you've given yourself an excellent window of opportunity to take things to Termania if you get bored with the standard locals.

Can the party work? I would highly recommend the cleric go with the party. Perhaps as the grandfather or something of one of the characters preaching the wisdom of the deity, the evils of the Vigils, and the strength of the country.
 

I'd leave them well alone. Having an NPC go along may seem like a good idea, but it's also kind of giving them a free reward for creating a group of characters with no healing. Let them plot and intruige their way around the place, and let them live with the consequences of not having a healer when the time comes.
 

I think they'll have to learn to deal for themselves. My advice, let them find some nice adept with experience in druidism/herbalism. This way they can have some politices(sp) that will aid in healing. Nothing magical, but more like Ex type deal (Perhaps even they use titans blood for some! ;) ) If they get into trouble there are always Madrielites even in Calastia. I believe since they are in Armioff, they'd be well advised to make donations to the local shrine. This way they see the political power as well as the divine power of all the Churches.

Oh yeah worse comes to worse, they can always resort to titan worship. ;)
 


Worse comes to worse, make a seemingly harmless and helpful yet secretive druid that appears to be a Denevian to turn out to actually be a Gormothite. ;)
 

Tallarn said:
I'd leave them well alone. Having an NPC go along may seem like a good idea, but it's also kind of giving them a free reward for creating a group of characters with no healing. Let them plot and intruige their way around the place, and let them live with the consequences of not having a healer when the time comes.

Why punish the players if none of them want to play a cleric?
 

JoeGKushner said:
Why punish the players if none of them want to play a cleric?
Cause they are heathen and titan worshippers all! ;) :p :D But no really, just let it work out the way its supposed to. Eventually they will either a) hire someone to be the party healer or b) Someone will die and you'll get cleric anyway.
 

I agree with you Nightfall in that they can hire a cleric but what residency in hiring? Flat fee with extra fee for spells or just another party member who happens to be an NPC?

I'm pretty firm on the believe that unless all of the characters are related, they pretty much know each other as friends or friends of relatives of friends. The whole world pretty much falls into that category. If the party is lacking in one area, it's a petty GM who takes advantage of that to punish the players for not making all of the correct archetypes. "No rogue eh? Well, back to Undermountain for you!" "No cleric eh? Well, meet the hordes of skeletons, ghouls, and other undead."

GMs have to look at what the players are making and round them out. I hate being in a campaign where I'm forced to make a character to 'round' out the party. That's not my job as a player. My job is to have a good time. If making NPCs is beyond the GMs ability, there is a problem.

Now note, if it's a tournament style game, that's an altogether different story. Survival of the group to one point or another is often the goal and making sure that you have all of the basis covered is vital. In long term campaigns, not so.

Besides, the best part is to make them rely on the cleric and then have him killed. The party will have fun hunting down the killer and looking for a replacement.
 

I think it depends on the church and the people in involved. I use BoHM for things of that nature. 100 gp per spell level, x2 for recipicants that are not of the faith, x5 for those diametically/morally and/or ethically opposed to said church. Also Chardunites charge extra for other services such as ability drains and using undead. I prefer to have the cleric charge for it myself IF we are having NPC clerics. I know for me I have tried to make such thing a part of the group...but I'm reconsidering that stance just cause it makes healing a little more available. (At least for other churches. I'm sure Madriel doesn't mind.) Plus there's always the off chance of getting the PCs to do the Church's dirty work.

As for punishing the players as you suggest, I just don't quite see it that way. I mean yeah it's stupid NOT to have a cleric but if the party doesn't bring one, it's kind of their fault. Does that mean if they die I don't return them to life? Not necessarily. See while I don't believe the gods get involved a LOT, they can get involved if it's a faithful member. So that said, if the PC is only slightly religious, it doesn't work as well as being at least very religious. It might seem like punishment but that's how it goes.
 

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