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Striker, Defender, Leader, Controller Dynamic
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4228387" data-attributes="member: 834"><p>Actually, unbalanced groups work as long as the DM work with them and adjust challenge to play to their strenght and avoid targeting their weaknesses. </p><p></p><p>You will realize what your group is doing 'wrong' if you are confronted by standard published module that assumes the group is balanced.</p><p></p><p>Imagine a group with two wizards, a rogue, an arher ranger and a warlord. First encounter, 20 minions in a camp outside a cave. Wee. It's a carnage. Two controller hitting weak minions with area effects, it's just not fair!</p><p></p><p>Then you get inside the cave and are confronted by two elite brute and an artillery monster in a narrow corridor. Wait, why aren't the warlord and Rogue able to hold the line? And suddenly it's a rout. Since the two brutes are faster than the warlord in heavy armour... Poor guy.</p><p></p><p>Though in practice, most DM seeing this scenario would have swapped one of the elite brute for eight minions that the two wizard would have slaughtered right quick and the PCs wouldn't even realize how close they'd come to serious trouble. </p><p> </p><p>---</p><p></p><p>Bottom line, you can talk about team play all you want, you still need a functional team. If a football team has 10 wide receiver and one quarterback, it doesn't really matter how good their team work is. And the QB could be Joe Montana playing with 10 Jerry Rice. They still gonna lose. The quarterback will get killed on the field and they will lose all their match... Unless the other team is willing to play with eleven safeties and scracth the word blitz from their vocabulary, of course. </p><p></p><p>And that's what happens with unbalanced parties. You may think you are getting along thanks to great tactics and good team work. And if it makes you happy to believe so, good for you. But the truth is, if you survive, it's because the DM is using kid's glove with you and is under a gentleman agreement not to exploit your glaring weaknessess.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4228387, member: 834"] Actually, unbalanced groups work as long as the DM work with them and adjust challenge to play to their strenght and avoid targeting their weaknesses. You will realize what your group is doing 'wrong' if you are confronted by standard published module that assumes the group is balanced. Imagine a group with two wizards, a rogue, an arher ranger and a warlord. First encounter, 20 minions in a camp outside a cave. Wee. It's a carnage. Two controller hitting weak minions with area effects, it's just not fair! Then you get inside the cave and are confronted by two elite brute and an artillery monster in a narrow corridor. Wait, why aren't the warlord and Rogue able to hold the line? And suddenly it's a rout. Since the two brutes are faster than the warlord in heavy armour... Poor guy. Though in practice, most DM seeing this scenario would have swapped one of the elite brute for eight minions that the two wizard would have slaughtered right quick and the PCs wouldn't even realize how close they'd come to serious trouble. --- Bottom line, you can talk about team play all you want, you still need a functional team. If a football team has 10 wide receiver and one quarterback, it doesn't really matter how good their team work is. And the QB could be Joe Montana playing with 10 Jerry Rice. They still gonna lose. The quarterback will get killed on the field and they will lose all their match... Unless the other team is willing to play with eleven safeties and scracth the word blitz from their vocabulary, of course. And that's what happens with unbalanced parties. You may think you are getting along thanks to great tactics and good team work. And if it makes you happy to believe so, good for you. But the truth is, if you survive, it's because the DM is using kid's glove with you and is under a gentleman agreement not to exploit your glaring weaknessess. [/QUOTE]
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