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.
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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