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Just as the title says...I'm worried that the group may not survive just due to poor choices when it comes to party composition. I sat there and said, "You know it may be wise to do this or that", and they kind of ignored me.
I'm trying to decide if I should just let them learn with tough love, or if I should just put in an NPC to help them out.
Here is what I have to work with:
TWF Finesse Archeology Bard
Quadraped Summoner
Gunslinger
Spellslinger Archtype
As you can see I've got 4 ranged classes that are ALL based on doing damage, but sadly its going to be rough on me with only a eidolon as melee and no REAL way for them to heal.
Whats your advice? Do I add a healing NPC? Do I add a tanking NPC? Do I let them go and hope they don't get murdered?
I don't really want to adjust everything in the AP just because they are suboptimal, but I don't want to force them to play anything they don't want to either...kind of stuck between a rock and a hardplace.

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When I GM'd my group through STAP, none of them opted to play a Cleric. They all had other ideas. I added an NPC healer to back them up. As an aside, I used the iconic Kyra except that I made her a Favored Soul (so I didn't have to pick spells every "day") and made her a worshiper of a strength deity. She was a mostly silent "5th character." She she was an NPC party companion and a wise character, the PCs would occasionally ask her advice on some subject, which was a nice way for me to interject something every now and again. Just be careful to remember that the PCs are the stars and the NPC is a supporting character.
-Skeld

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When I GM'd my group through STAP, none of them opted to play a Cleric. They all had other ideas. I added an NPC healer to back them up. As an aside, I used the iconic Kyra except that I made her a Favored Soul (so I didn't have to pick spells every "day") and made her a worshiper of a strength deity. She was a mostly silent "5th character." She she was an NPC party companion and a wise character, the PCs would occasionally ask her advice on some subject, which was a nice way for me to interject something every now and again. Just be careful to remember that the PCs are the stars and the NPC is a supporting character.
-Skeld
Well the NPC would ONLY be used in combat. They'd just kind of disappear outside combat for the most part. I'm REALLY worried about survivability...I could care less about leading them along like a carrot on a stick.
I just don't want to end up with a party of dead characters or PCs dying around every bend just because of poor class selection. If they make a bad decision in game that is one thing, but seeing as this is my first campaign in YEARS I'd like it to last longer than a month...

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After the notice this might be a good idea. Your job as the GM is over. They can make what ever character they want to. Let them find out the hard way. And after a few of them die off you might end up with a cleric/oracle in the group. Or you might end up with a party wipe. Come to think of it party wipe is very possible in some parts.

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...I could care less about leading them along like a carrot on a stick.
Hmm. I didn't mean to imply that the NPC was used to lead them around. That is not how I ran it.
The point of the game is to have fun and every group is different, so you're going to have to figure out what works best for your group. If you're concerned about adding an NPC and your players don't want to play the healer, then you're only option might be to "blunt the arrows" in the adventure and play down some of the danger.
-Skeld

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After the notice this might be a good idea. Your job as the GM is over. They can make what ever character they want to. Let them find out the hard way. And after a few of them die off you might end up with a cleric/oracle in the group. Or you might end up with a party wipe. Come to think of it party wipe is very possible in some parts.
I hate to say it but I get the feeling I may lose one in the first session! I just got a text that said the summoner is changing his class to Bow Ranger...so my only melee is a TWF Finesse Archeology Bard...that poor bard is going to get the living daylights beat out of him!

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I've never enjoyed a DMPC, personally. Why not ask the players if they'd mind one? If they say no, run the game, see what happens. I've seen some surprising unbalanced groups do very well, and if one of them dies, he or she will need to learn on their own what the party may (or may not) need.

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I've never enjoyed a DMPC, personally. Why not ask the players if they'd mind one? If they say no, run the game, see what happens. I've seen some surprising unbalanced groups do very well, and if one of them dies, he or she will need to learn on their own what the party may (or may not) need.
I guess you are right. I'm just gonna run it as is, and if they get NPC assistance from the existing in game NPC's (don't want to post any spoilers), then so be it...otherwise I may be adding posts to the Obituaries thread.

vanceb |

Have you thought about healing belts? This item gives 2d8 healing for the first charge and has 3 charges per day. The players can use 2 or 3 charges but the healing only goes up by a d8 each charge. Charge them 500 gp each or you could give it to them as a freebie. To use this item is a free action. Have a good day. By the way my group did something similar but they had a meelee ranger with a great sword.

Makarnak |

I know I'm in the distinct minority here, I (and usually my players) find NPC party members useful. I've had a ton of experience with them, though. The key is to add and remove them organically, don't allow them to be treated like computer game characters (if the PCs treat them badly, they'll leave and/or react accordingly), and finally, don't let them steal the show (except in specific circumstances).
Why I like them?
1) we have a small group and we tend to need a little extra help. They're an easy way of altering the challenge while maintaining the risk. They can be targeted to kill off a 'party member' for story or drama, or to take the heat off the PCs temporarily. They can also add firepower if the party needs it.
2) The traditional story hint method. To add even more fun have them give bad or misleading advice too. They are only mortal.
3) If a temporary player shows up or a PC is knocked out, they can be used to keep the player in the game without disrupting the story too much.
4) If the party gathers enough of them as either permanent members or contacts and allies, you can have fun by having the party captured or trapped or serious injured and then using the NPCs as a secondary party (given to the players) to rescue the main characters as a one or two night diversion. Think of the Knights of the Old Republic video games where the major party is captured (the main character and major secondaries) and the plucky droid or sneaky street thief has to save the Jedi.
5) Ask any player, it's fun to have a character and watch him grow...
Now, the one thing I've learned that works best is to not let them steal the show. The easiest way to do this is to use a little GM fiat and not let them get the last kill in, unless the encounter is just dragging out, and then no one will care. This is most important in 'boss' fights. I believe that good NPC party members should be like R2 and C3PO, they facilitate and observe the story, for the most part, lending aid when required, but they don't do the fun stuff.
Just my thoughts. I tend to go on too long.
If they are sufficiently ranged and damage dealing, they may do OK, if you let them play smart. If not, the bard has some healing (my CoT party uses a bard and a paladin as healers, primarily, and they seem to do well, though certain encounters can pinch). I also tend to be harder on the dirt-cheap wand of cure light wounds...
Whatever you choose, enjoy.