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What's a well-balanced D&D Party?
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<blockquote data-quote="The Serge" data-source="post: 1566213" data-attributes="member: 4049"><p>A well-balanced party is one cleric, one fighter, one rogue, and one wizard. This is clear from the majority of examples used in the PH and DMG. When I playtest my material, that's what I require because it gives me a good gauge based upon the most "classic" character-types.</p><p></p><p>That said, a DM really has no right to impose what PCs play in a real game (not a playtest). While I think the DM can determine which texts are available and even which classes are accessible in his game, he should not dictate that the party must be balanced from a class perspective. Certainly, he can strongly suggest what may be a good idea to have, but that's it. I've done that many times; my games, but their nature, require at least one divine spellcaster, at least one arcane spellcaster, and at least one rogue. If anyone of these are missing, the PCs end up having a harder time over the course of a campaign.</p><p></p><p>Now, I do think that a DM is responsible for tailoring his game -- to a degree -- to what his players are running. That is, if there's a druid in the party, it would be nice every now and again to run a game in a wilderness location. However, this is a two-way street and PCs need to find out from the DM what kind of locations/world he plans on running.</p></blockquote><p></p>
[QUOTE="The Serge, post: 1566213, member: 4049"] A well-balanced party is one cleric, one fighter, one rogue, and one wizard. This is clear from the majority of examples used in the PH and DMG. When I playtest my material, that's what I require because it gives me a good gauge based upon the most "classic" character-types. That said, a DM really has no right to impose what PCs play in a real game (not a playtest). While I think the DM can determine which texts are available and even which classes are accessible in his game, he should not dictate that the party must be balanced from a class perspective. Certainly, he can strongly suggest what may be a good idea to have, but that's it. I've done that many times; my games, but their nature, require at least one divine spellcaster, at least one arcane spellcaster, and at least one rogue. If anyone of these are missing, the PCs end up having a harder time over the course of a campaign. Now, I do think that a DM is responsible for tailoring his game -- to a degree -- to what his players are running. That is, if there's a druid in the party, it would be nice every now and again to run a game in a wilderness location. However, this is a two-way street and PCs need to find out from the DM what kind of locations/world he plans on running. [/QUOTE]
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