Help re-balance my party [Archive] - Wizards Community

Post/Author/DateTimePost
OrionNo9

09-07-06, 09:01 PM
Today the group I game with lot two players, which is good because we had two too many players. [We had 6 we now have 4]. The problem is the pc's we have lost. Our group now has no face [someone with CHA and ranks in Dipomcy, and other CHA skills], No Divine magic, and no one to find trap and disable them.

Right now our party looks like this:
Player 1: Human Fighter 5 (charger)
Player 2: Tiefling Fighter 5
Player 3: Elf Psionic 5
Me: Human Wizard 5

House Rule: No PrC

I am looking for ideals on what my group can do to become balanced again.
DarkNick

09-07-06, 09:41 PM
I don't see what the problem is. Just play with what you got.

Put the people with the most hits in the front to soak up traps. Doors and chests can be smashed open. Use diplomacy through might rather than charisma. Get wizard spells that help you bypass traps and open doors e.g. knock, mage hand and monster summoning. I'm pretty sure the psionisit will have some groovy spells too.
Comus

09-07-06, 10:01 PM
You would be surprised how well charm person works when you don't want to have to worry about diplomacy. It's not the most "Lawful Good" option, but I think even a Paladin would be fine if you only used it to smooth out problems before they turn to violence.

As for having a "face man" that deals with NPCs, don't worry about it. If the campain is normal, people are going to be hiring you to murder problems away, not asking you to enter the local dance-off.
GDarius

09-07-06, 10:28 PM
I'd send an Astral Construct or summoned badger to scout ahead instead of one of the meat shields. Just take the feat Expanded Knowledge: Astral Construct, and you're golden.

Is your elf Psion an Egoist? If so, then he can probably work to make up for a lack of healing. Your Wizard will also likely have to load up on buffs and battlefield control rather than blasting spells to make up for the lack of cleric.

Other than that, yeah. You really shouldn't have worries. I mean, at most, have your Tiefling multiclass to something that has Trapfinding and a good number of skill points. Rogue, Beguiler, Ninja or Scout would work well. Then just pump search. If he finds a trap, don't bother disarming it. Either work around it, or have a summon take the hit.
Mitchell

09-08-06, 12:35 AM
If you feel the need to adjust the membership, then it's not too hard.
Human has a favored class of any, so they they could take up the divine caster or rogue role. Tieflings have a favored class of rogue.
If you are basically able to, then the human fighter can multiclass into cleric and the tiefling into rogue with no XP penalties.
If they aren't generally able to fill those roles (low scores in the important attributes), then things become more difficult.
If you still believe that you need a "healer" and a "trapfinder", then one of the fighters should make one, and either the psion or wizard should make the other. Just scrap the old characters and make new ones.
But I generally agree. Just go with what you have, and if/when someone dies, then they can take up a new job, if they feel that it is important to do so.
Roivas

09-08-06, 12:44 AM
Just survive to 6th level, and have two players take leadership. Even with poor Charisma they get a cohort, both of these can be your needed cleric and rouge. Also when dealing with NPCs just insist to your GM that you roleplay that instead of rollplay it. Odds are he'll agree making the lack of face a moot point, unless your group is ful of tounge tied twits [not intended as a slight].
So just bash your way to 6th and two characters will have to waste a feat each, but since fighters have an overabundance I'd suggest they do it, but maybe just have everyone draw straws.
Also you don't need a healer or trap springer. My group once had my paladin fill the role of prime combatant, healer for 6 PCs not including himself, and rouge since he had fast healing [saint]. You don't need everything, just get creative, and make sure the GM tailors encounters to your party.
Nytmare

09-08-06, 10:49 AM
I particularly enjoy playing in parties that are missing one or two of the "you must have them" classes. I say push on without them.
sullaz

09-10-06, 09:46 AM
The most fun party I think I've played in for an extended period (from 1st to 17th over almost two years) was:

A gnomish Illusionist
A human Bard
A human Rogue
A halfling Diviner (me)

We later added a:

Human Fighter / Sorcerer

Not having all of the "classic" roles available, we had to sneak, cheat, lie, ambush, outmaneuver, plan, scout, and buy our way through all sorts of encounters. It made us far better players and was alot of fun trying to figure out solutions to problems where we'd ordinarily just say something like "Ok... time to send in the fighter!" or "Well the cleric can just heal us!".

Let them play up to get leadership and see how it works out; it'll be very satisfying for everyone (players and DM) if the sessions require alot of that off the wall creativness.

Hve fun! :)