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To Run Two APs!
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<blockquote data-quote="Wik" data-source="post: 3440140" data-attributes="member: 40177"><p>Shouldn't be a problem. Take a look at the characters in my sig - For the longest time, the best caster we had was a paladin... and we just added the warlock. While another player DID have a sorcerer/cleric in the group before he moved, he wasn't very effective at intelligent spell-casting, and didn't add much.</p><p></p><p>Really, with a few exceptions,a caster-light group isn't going to have too much of a problem in the first couple of adventures, I'd say. Mind you, our group has come pretty close to losing a member two three times each adventure. </p><p></p><p>I really like how you actually have SAILORS in your group. My group doesn't, which makes a lot of the Sea Wyvern Stuff a little boring. I also like that you have an Olman character... should make things easier once you hit the Isle of Dread.</p></blockquote><p></p>
[QUOTE="Wik, post: 3440140, member: 40177"] Shouldn't be a problem. Take a look at the characters in my sig - For the longest time, the best caster we had was a paladin... and we just added the warlock. While another player DID have a sorcerer/cleric in the group before he moved, he wasn't very effective at intelligent spell-casting, and didn't add much. Really, with a few exceptions,a caster-light group isn't going to have too much of a problem in the first couple of adventures, I'd say. Mind you, our group has come pretty close to losing a member two three times each adventure. I really like how you actually have SAILORS in your group. My group doesn't, which makes a lot of the Sea Wyvern Stuff a little boring. I also like that you have an Olman character... should make things easier once you hit the Isle of Dread. [/QUOTE]
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