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48

The short answer is, “Yes, it is possible.” That’s an almost-meaningless answer, though, because just about anything is possible in a Dungeons and Dragons game, if your DM/group goes for it. The rules are fairly flexible, and on top of that, the DM is free to change, add to, remove from, or ignore the rules as he or she sees fit (and, ...


44

When I've played (or joined in others playing) these quiet characters, the best way to run them is have an almost noir style internal monologue. "I looked at the wall, and frowned. I wasn't certain, but there might be something behind it. Best not to mention it though, I'd look like a chump if I was wrong." is much more interesting than. "..." ...


21

While some groups may accept an authoritarian structure, my experience has been that, for most groups, it is better to recognize that, even though one character is in charge in-game, all of the players are still equal out-of-game. So you and I would still be able to discuss plans or decisions out of game, even if my character must obey your character ...


20

Use out-of-character discussion to let the other players know you're engaged and not bored. This is more important in online gaming because you don't have any body language, eye contact, or other social cues to work with. In particular, tell them that you're playing a loner. Engage with the group in-character privately, when NPCs aren't around. Keep your ...


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

I have extensive experience with this style, having been the GM, "party leader", and under a "party leader". I will describe the situation where the "party leader" player makes real game decisions for the group. We first came to the idea of having party leaders as a way of managing large games. It can be extremely difficult for a group of 12+ players to ...


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 ...


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 ...


11

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 ...


10

There are a couple of the classic "Campaign Archetypes" (a topic for an essay?) that I think may work. First is: The Deadly Peril Something is out to get the PCs, something bigger than them. You need to make it very, very clear that they cannot survive without working together. Problem is, when one of them inevietably goes off on their own. To keep the ...


9

There's two ways to make the loner character work in an rpg. First, descriptively. Constantly narrate HOW you do things, the gestures, the attitude that comes across in your actions, along with the internal monologue. (Brian Ballsun-Stanton's answer is very good about this). Second, have small conversations instead of big ones Get aside with another PC ...


8

Anything is possible. Not everything is a good idea. When one player character betrays the rest of the party, it almost always ends the campaign. Sometimes it just ends the character. If you don't want to end the campaign, or your character, but you really want to do this, consider the following options: Talk to the GM about making your character an NPC ...


7

First of all, there's a huge difference between being the leader of the characters' party and being the leader of the players. In your question and in your answer, it seems that you've mixed them. As such is the case, I will try to address both subjects in my answer, but I'll be far happier to know on which one I shall focus. For this answer, table level ...


6

Is it possible? Yes. It's a role-playing game. There are no rules against it, so unless the DM says no, you can do it. Is it a good idea? Usually not. The most immediate reason is that players tend very strongly to take things like this personally. This is technically a violation of IC/OOC separation, but it is almost impossible to avoid, especially when ...


6

My good and bad expriences Our most successful game were that in which we had a weak leadership. The leader was still leader nominally, but most decisions were still made on consensus. The leader had final word on all matters, but most of the time she didn't use it. She also draw red lines, but on those contours we had plenty of freedom. I had also been ...


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 ...


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 ...


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 ...


5

I think you should ask your players what kind of game they want. Do they want to kill other player characters? In the game world, werewolves hate vampires. Vampires hate werewolves, and eat humans. Hunters hunt vampires and werewolves. Not sure about changelings, but basically you're setting up a big bloodbath. If this is what the players want, then be ...


5

Figure out what works for your players. Don't ask us how to make it work—ask them how to make it work. You see a problem that you think you need a leader for—do they see the same problem? Do they see the same solution? Or will they come up with a solution that you might not have come up with? It really is dependent upon the players how it ...


5

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 ...


4

We ran a campaign with 6 people, and back stabbing was a part of the storyline almost the entire time. It got to the point where if you wanted to back stab someone, or become a part of the plot, all you had to do was ask the DM. So from my point of view and experience, it is never considered an 'unfun' thing. It is entirely up to how the DM wishes to play it ...


4

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 ...


3

If you want to, talking directly to your players is a good idea in this scenario. Like: Listen, if I were a grand GM I probably would find a way to form this group even though you don't seem like you want to. But, I'm not yet, so you can continue getting plotted around each other until I get bored or take the bait and follow the plot. If you don't ...


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

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

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

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 ...


2

Games are a great way to teach complex subjects. Have you considered using a setting where the player characters are in a hierarchical organization? I learned how to handle this as a GM and player from playing FASA Star Trek and Twilight 2000. In Star Trek, sometimes I would play as a Captain and lead the Crew on a mission and other times I'd play as a ...



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