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20

Things don't really work all that well without a dedicated healer. But there are some things you can do to work around it. The first and most obvious would be to provide plentiful healing potions. Your heroes should be able to find, and purchase, these fairly easily (maybe even at a reduced price, make up a story reason if you need one). For the first few ...


15

It's going to be a while before we collectively have enough experience to answer this definitively, but based on my limited experience (and having read pretty much the whole PH on a long flight without anything else to do...), I think the answer is that you really want the healing role covered, but it doesn't have to be by a cleric or paladin. Without ...


13

It is NEVER hurting the party to be a bard! A group of 4 is actually the average every table and chart is compared to. Above 4 and you're getting into EZ-Mode , and below 4 and things start to be a bit more difficult. So a group of 4 PLUS a Bard is pretty nifty. If the other classes are well rounded, then you shouldn't have many problems. Bards are ...


12

This is a great premise for some brilliant character dynamics and interaction and skipping ahead in time might see you lose most of it. I would either go with Greater common evil - Needs must, eh? Forced betrayal, i.e. the monk was forced to act the way she did because she was under greater duress than what the others were aware of. ANSWER: I would ...


11

Talk to your players about your constraints as a GM Ultimately this is an issue where the party as a group of human individuals playing the game will need to make concessions in their play approach to the limitations of you as a human individual GMing the game. In a perfect world you'd be able to respond to their decisions instantly, allowing you to juggle ...


9

Just deal with the consequences. Sure, go assault that corporate office and steal their IP. You don't really need a hacker. Did you know there was (in real life) a string of robberies where these guys would back up a pickup truck to a convenience store, break some windows, pry up the ATM from the floor and literally take the whole thing? They could grind ...


8

Since the group is small and the players are happy with the IC relationship, do not reconcile the characters. Simply give them reason to be in the same place at the same time and let them oppose each other or form a temporary truce as they please. Perhaps eventually they will genuinely reconcile, but I don't think it's really for the GM to decide that's what ...


6

Team Martial is very unique, but they shouldn't have problem with most encounters of the same challenge rating. Let me address your major concerns first and wrap it up with some other thoughts. Not having enough magic Lets break it down into two categories: damage and utility. Damage - magic provides easy access to area damage, and different types of ...


6

Just as sysadmins have the insult "you can be replaced by a very small shell script." So too does the truenamer: "you can be replaced by a level 1 magical item". To strictly answer the question: "very poorly, but they can use items slightly better than some other classes due to a +5 untyped bonus in use magic device." Given that this question is situated in ...


6

Yes, a D&D party can function just fine without a dedicated healer. I've played D&D in various forms for the better part of two decades, from 2nd edition, to third, to a high variety of d20-sytem / OGL variants, and not once has the absence of a healer rendered a party unable to adventure. And this was in systems prior to 4th, which sped up the ...


5

My experience with the starter kit says no None of the other magic user classes seem to have viable in-combat healing spells or abilities and that is where it is most important to have healing. Potions of healing only heal 2d4+2 HP, take an action to drink, and cost 50GP each. This is assuming that in your adventure/setting you able to buy as many as you ...


4

No. A Decker/Technomancer PC or NPC is not required to play SR5. I definitely recommend one though, and if you want to play a Black Trenchcoat game, you have to have a hacker for some runs. No way around it. I have personally dealt with this issue in my own SR5 campaigns. You have three realistic options that won't inconvenience PCs by forcing them to put ...


3

Those are some good answers above, particularly on what sort of equipment they can use to get around having no healer in the party. I have run a lot of games with no healer in the party, so it can certainly be done - they just have to rest more, hide from bad guys, and suffer with their wounds like normal people (remember, they will heal as they rest). But ...


3

Answering the question as posed in your title (how to run a game for three players without a healer), you have two main options: Offload the mentally-taxing parts of running a GMPC I've played in three groups that didn't have a PC healer. In two of them, the DM assigned an NPC companion character to one of the players. The DM did the majority of the RP ...


3

Without custom magical item rules, have them buy a wand of lesser vigor and a wand of lesser restoration. Their first few expeditions should be to scrounge up money to buy the wands, and then they can go from there. Your gestalt rogue ... whatever should have sufficient use magic device ranks to trigger the wands without too much trouble. With two players, ...


3

Unfortunately, CR is a rough estimate. As a general rule of thumb, you need to build your NPCs to be as optimised as the party, which is a couple of orders more optimised than what's found as a default NPC from the DMG. Anticipate spending a few hours per NPC per round you expect them to survive. Use this handbook index to build each of your NPCs. ...


3

When it comes to character motivations, I always leave it to the players to explain it. Take the conversation OOC, and give it to the players straight - "OK, Monk has betrayed the party. Now we're starting a new thread; why are you trusting Monk?" This accomplishes a couple related goals: It gives the players agency over their characters, and it gets ...


3

I tend to run my Fate games like TV shows. So that's going to heavily inform my answers. First, I think it's perfectly fine in Fate for characters to not be friends with each other. In a TV show, alliances come and go, and that's just kind of the way it works. I also think it's okay to split the party in Fate, so long as you're conscious about table time ...


2

You can run games that don't particularly need a hacker: Getting jumped by ghouls, Muscle for gang warfare, smuggling, bounty hunting, organlegging, bust bob out of jail, Investigate creepy mage in woods, smash'n'grab, Go here and kill everyone, Send a corporation to make a hit on them in their home, a famFatal drugs one of them and they're naked in a ...


1

The Decker is a GMPC but doesn't go on runs When I ran a Shadowrun game, the group didn't have a decker so they had to dig in to contacts. Contact deckers fell in to 2 categories, script kiddie deckers, and uber deckers (theory being if you survived the megacorps as you learned skills, there was no room for middle ground). The group took their chances ...


1

This sounds like a great setup for some really enjoyable character relationships and given where you started from it seems like their differences are probably quite reconcileable IC if you give that the opportunity to happen. It would also give you an option to explore underlying themes of loyalty and the limits of trust and to really develop the ...


1

In 5e the only thing a cleric or other class with healing spells grants the party is a method of in combat healing that is slightly more efficient than shoving a healing potion down your companions throat when they hit 0 hp. The best thing a party can do to increase their survival rate in 5e is increase their options for damage and crowd control. Having the ...


1

My current campaign also has six players, some of which are similarly powerful (the party Rogue/Shadowdancer/Swordsage can cap out at 200 damage per turn if she can land all six sneak attacks). But I can challenge them. Lets take a look at each party member and a few ways to fight them: Fighter 9/Barbarian 1/Bear Warrior 2. First of all - you said his ...



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