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D&D 5E Some guys want to run a campaign using a Sorcerer, Land Druid, Wizard, and Lore Bard only.

That sounds pretty cool. I’m a firm believer that a DM can make any party composition work. Just because no one wants to play a tank, or healer, or any other role, shouldn’t mean that the group gets punished.

But yeah, at low levels I’d probably start out softballing the combat encounters until I got a good feel for what the sweet spot was.

I think 5e is pretty supple this way. My group started with a Hunter Ranger as our 'tank' and did just fine.


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Soooo...?

Not sure where the problem is here. If that's what they want to play, they can play those. It is not in the purview of the DM to tell palyers what classes they should be.

If that's the group, that's the group. Seems they are plenty stocked up for healing. Depending on the style of druid and bard being played, some armor and weapons will be present (just because you're a lore bard or land druid doesn't mean you're running around unarmed with no armor, necessarily). I could certainly see a land druid in some leathers with a [wooden] shield and scimitar, cudgel, and/or a spear...Lore bard almost certainly is in some studded leather or a chain shirt (can bards where medium armos in 5e? I'm forgetting) and toting around a cross- or short bow, rapier, and bevy of hidden daggers. Heck, in 5e, even a sorcerer or wizard can be wielding bows, longswords, et al. from their choice of race.

They will succeed...or not.

I'd probably run the first few levels (which for 5e, for gods know what reason is a total of 3 sessions) straight up the same as any other campaign. One of three things will happen.
  1. If they are succeeding/doing ok with that, then no reason to alter anything.
  2. If they are failing/dying with that, maybe they'll try different classes or hire some henchmen muscle and weapons.
  3. If they are running roughshod all over everything you throw in front of them ("because magic") then I'd say by 4th or 5th level, it's probably time to introduce some ongoing/recurring foes/villains/invading creatures/what-have-yous that are either:
    • a) sigNIFicantly higher level casters/magic-wielders than they are (and thus, they don't yet have the capacity to thwart/block/overcome their magic)
    • or (my preferred avenue) b) enemies that are resistance and/or immune to magics or, at the very least, certain kinds of magic.

Sounds like a potentially very fun group and potential campaign. Good luck with it and let us know how it goes.
 

...You may want entertain the possibility of starting them out with a "tank" NPC. ....

No, no, no, no, NO!! :) (Channeling Billy Crystal's wife in the Princess Bride)

Let them play what they chose. Don't alter the party composition because you think they need something else. Don't alter the adventure (much) to adjust for party composition. Just try to make it as fun, "real" and adaptable as you can. Let creativity flow!
 

D&D isn't an MMO, and it has come a long way since the days when parties were supposed to have a Fighter, Thief, Cleric, and Magic-user for it to be successful.

It doesn't really matter what classes you have in your party, you probably have a tool at your disposal that will carry the day.
 

The trinity of D&D is closer to Warrior, Expert and Caster, not healer/tank/dps. Or support/control/dps. Whatever. Without a front line group, it'll be tricky, but that's going to be interesting to see how they pull it off. Could be highly creative and interesting.

Personally, I would be more worried about underperforming in the non-combat aspects of the game; druid and the bard will cover some of that, but sorcerers are pretty much all just evokers, so depending on what path the wizard takes, you could be underwhelming in terms of other areas. I'd honestly be more worried about sending this group into a dungeon and falling prey to traps, ambushes and obsticles than combat performance.
 

Sounds fine to me. You probably don't need to go easy on them.

The Druid can turn into a beast and the Bard and Druid are both great healers. Sorcerer and Wizard offer a lot of utility.

You'll have 2 characters with high charisma, one character with high wisdom and one character with high intelligence, so I think they'll have a jolly time navigating the world. I would wager that at least one (if not al of them) will have a decent DEX too. No strong characters might make for some funny situations early in the game, but nothing that doesn't just make the game more interesting.

Later in the game spell casters can solve any problem. Stuff like Knock and Levitate will just get used more.
 
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No meat shield, no healer, no tank, no str character at all. How do you think this would go?
Druid & Bard can both heal, Druids can tank a little with ablative hps from his alternate forms, even the Land druid much as those forms suck offensively (it's really /better/ to use them for utility but, if there's no other choice for a round or 2). Spells can conjure blockers or barriers and impede enemies.

Wouldn't expect there to be a lot of problems a 4-full-caster party couldn't handle.

If it does start getting hard on them for any reason, just run fewer than the expected 6-8 encounters/day.
 

No meat shield, no healer, no tank, no str character at all. How do you think this would go?

I think it's an interesting idea, but it seems challenging to DM. I almost feel like I'd need to scale down combat oriented encounters especially at low levels.

The biggest issue I see is that all of those classes have a low AC. This, coupled with the low range on most spells, means that they are very vulnerable to being picked apart by ranged fire from even something as simple as a group of CR 1/4 goblins using hit-and-run tactics. If they ever run into a group of drow they are likely to suffer casualties or even TPK.

Whether or not that will be an issue depends on whether goblins and drow (and centaurs, etc.) exist in your campaign in sufficient numbers for the inconvenience to make itself felt, and also on whether the PCs are prepared to use other techniques such as Invisibility + Pass Without Trace to deal with such threats in an alternative fashion.

It could work, or it could fail horribly.
 

I have a group of 4 PCs that have just made it through Maelstrom in Storm King's Thunder. The group consists of:

a lore bard 9
a lore bard 6 / thief rogue 3
a colossus ranger 9
a thief rogue 9

They are definitely not a standard group but have held their own in combat when necessary and breezed through Maelstrom through reconnaissance, stealth, and persuasion.
 
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The main weakness of this group will be losing initiative. If the group has decent dex and/or takes alertness as a feat they will make the baddies cry.
 

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