Sunderstone
First Post
1) Lack of a Rogue is not a good thing in any party.
Besides for the standard trap finding/disarming, a Rogue can also scout ahead at times and inform you of the opposition (at least my groups Rogues always do this). Seems like the group wasnt very concerned with what character classes might be needed when they created them.
2) Being able to work together is a must in any campaign, and as you noted, most people say the Shackled City is a difficult campaign. This makes teamwork even more vital.
a)Having a Ranger go off on his own is a definite pre-order for TPK after TPK.
b) Your Wizards seem conjure/summon heavy. Low-Level summons rarely last very long, you might be better off with some usefull AoE based spells until you can memorize a decent amount of spells. Sleep, Color Spray, and Burning Hands have saved my group many times.
c) One dedicated Cleric is a good thing but if he goes down you are in deep pucky. Your archer/healer might help some but having a Rogue or Bard (which you dont
) with Use Magic Device and a spare Wand of Cure **** Wounds in a poke is a godsend. Based on your account, your funds are too low and you may not be able to afford to buy or make such a wand anyway, also not good.
3) Your DM may have pulled a few punches at the end, but his rules will kill your enjoyment more than it is now as the campaign continues. You should talk to him or (sorry to say) Lose him as a DM, and let someone else try to run it. Definately stick with the SC if you can, the campaign is excellent. Good Luck.
On another note, ask your group of players if they are happy with their characters so far. If someone isnt, maybe he can create another character that the party really needs, like a Rogue. I would only do this AFTER talking to your DM about his rules. Making a new character while the DM is still using his rules wont help much.
Besides for the standard trap finding/disarming, a Rogue can also scout ahead at times and inform you of the opposition (at least my groups Rogues always do this). Seems like the group wasnt very concerned with what character classes might be needed when they created them.
2) Being able to work together is a must in any campaign, and as you noted, most people say the Shackled City is a difficult campaign. This makes teamwork even more vital.
a)Having a Ranger go off on his own is a definite pre-order for TPK after TPK.
b) Your Wizards seem conjure/summon heavy. Low-Level summons rarely last very long, you might be better off with some usefull AoE based spells until you can memorize a decent amount of spells. Sleep, Color Spray, and Burning Hands have saved my group many times.
c) One dedicated Cleric is a good thing but if he goes down you are in deep pucky. Your archer/healer might help some but having a Rogue or Bard (which you dont

3) Your DM may have pulled a few punches at the end, but his rules will kill your enjoyment more than it is now as the campaign continues. You should talk to him or (sorry to say) Lose him as a DM, and let someone else try to run it. Definately stick with the SC if you can, the campaign is excellent. Good Luck.
On another note, ask your group of players if they are happy with their characters so far. If someone isnt, maybe he can create another character that the party really needs, like a Rogue. I would only do this AFTER talking to your DM about his rules. Making a new character while the DM is still using his rules wont help much.