Evil Dave |
I'm about to undertake DM'ing Carrion Crown AP, my first campaign in over a decade, and while I don't expect it to go perfectly, I really don't want a TPK on my hands.
I have 4 players, and giving them 20pts and allowing some non-standard races this is the party composition:
Teifling Magus
Aasimar Paladin
Elven Alchemist
Elven Rogue
As you can see the only healing magic the party has is the alchemist, who can't heal others till she takes the infusion discovery at second level, and the pally who also can't heal till 2nd level. I did suggest and allow them to purchase CLW pots if they could afford them, and they all have at least 1 each, but what I think may be the most challenging situation is the lack of positive energy channeling.
My question then, is this party viable if played smart without me having to fudge encounters, or should I plan on an npc to help them along? I really don't want to play an npc in this, I want to concentrate on running, but I can put something together if needed. I was thinking of -
The players are set in their class choices, so that's not going to change, the question really is to run a DM-NPC or not.
Erik Freund RPG Superstar 2011 Top 16 |
Depends.
Is your group's playstyle "we will crawl room by room and kill and scrub every little thing we meet?" if so, they're royally hosed.
If your group's playstyle is "we will fade in, make some attacks, and if it's not going well, pull back, regroup, and decide if we even need to take out that monster/haunt at all" then they'll be perfectly fine.
Why? Because you don't need to do every encounter in this module, and more importantly, you have a month. That means they can rely on natural healing to bring them back up to full.
(Also, there's a lot of consumable healing items lying around in this campaign)
Basically, if you think they can play to the strengths of that particular group makeup they'll be fine (and do quite well IMO). If they play like a standard party, then they will have problems.
Evil Dave |
What worries me a bit is that Mutants and Masterminds is our groups main game, and at least 2 of the players have a 'Superhero Mentality' than seems to transfer over to almost any other game/system we play.
I'm hoping if things go bad they do run away, and don't stand and fight till the bitter end assuming that I won't let them die, but I expect a death or two may make them realize they aren't playing supers anymore.
Erik Freund RPG Superstar 2011 Top 16 |
What worries me a bit is that Mutants and Masterminds is our groups main game, and at least 2 of the players have a 'Superhero Mentality' than seems to transfer over to almost any other game/system we play.
I'm hoping if things go bad they do run away, and don't stand and fight till the bitter end assuming that I won't let them die, but I expect a death or two may make them realize they aren't playing supers anymore.
This will be a problem. This game is all about "foray, fight a few rounds, fall back, figure out what you need to do, then approach again." My group had to essentially do every fight twice. It always went way better the 2nd time. :-)
I suggest you take a firm hand in breaking them of the super-hero mentality. Switching game-systems is a great time to set a new group tempo. My suggestion is to start harsh from session 1. It's much easier to start off with a reputation for harshness and then later show mercy, rather than the reverse: start off with a reputation for mercy then later introduce viciousness. Proper manipulation of "expectation-setting" is a key trick to GMing well, especially in a horror-context.
Gonturan |
My party is in a similar position. We just wrapped Crimson Throne with 4 very high-powered PCs, and I suspect their recent nigh-invincibility will make them think they can charge into the first dungeon and clean shop.
This party also lacks healing:
human fighter
half-orc monk
human witch
human alchemist
The latter two characters both took cure light wounds, but nobody has channel energy, and what's more, I've adjusted the campaign to be very low-magic. To keep them alive, I've introduced a "triage" rules system using the Heal skill:
1) Heal DC 10 to grant self 1d6 temporary hp/level (full-round action)
2) Heal DC 15 to grant self 1d6 temporary hp/level (standard action)
3) Heal DC 20 to grant self 1d6 temporary hp/level (move action)
These "temporary hp" fade away 1d4 rounds after combat ends. If their removal makes a PC drop below 0 hp (ie. dying, not dead), they automatically stabilize.
We've only played one session, so I don't know how this will fly just yet. But I'm hoping it will mean I *don't* have to toss a heal-bot NPC into every chapter.
(Although I did change Kendra into an Oracle -- that just seemed more appropriate to the tone I'm trying to create.)
Spacelard |
If you are worried about the haunts there is a decent thread here with some alternatives such as using holy water, disrupt undead as an alternative to channel. and the siphons are pretty handy and not to much hassle for someone to make.... Father Grimburrow might be persuaded to knock a few up and maybe a wand of CLW with a scant number of charges could be bought. They're only 15gps a charge and cheaper than potions.
Some call me Tim |
The players are set in their class choices, so that's not going to change, the question really is to run a DM-NPC or not.
What do the players think? Do they want the extra help. If they seek out someone to help with healing, great. If they want to go it alone, that is the path they have chosen. (I'm assuming the players have enough experience/common sense to know that no healing is dangerous).
That said as you point out they are not completely helpless in the healing department. I would also point out that the paladin will eventually use a wand of cure light wounds. The rogue could help out in the meanwhile with Use Magic Device. Not real effective in combat but very useful between fights.
Don't overlook Bandages of Rapid Recovery.
KaeYoss |
I'm hoping if things go bad they do run away, and don't stand and fight till the bitter end assuming that I won't let them die, but I expect a death or two may make them realize they aren't playing supers anymore.
That's what I was going to suggest: Don't hold back. If they insist to stick around when the prudent thing would be to regroup (i.e. run away like a little girl), don't pull the punches. The kid gloves come off. If the monster stats and dice say that the characters die, the characters die.
You might want to be a little bit lenient at the very beginning, let them know somehow that they can't always win everything and sometimes fleeing is prudent. Maybe just say so. Tell them that there might be situations where they're in over their head and that they might need to flee.
It's mean to kill their first characters just to tell them that the game is more deadly than they're used to.
However, after that, don't back down.
Karameikos |
Your party might welcome having Kendra along as a local, human liaison. Per the players guide, Varisians are a superstitious lot. The players guide even mentions a subconscious resentment for elves. I imagine the sight of a tiefling would send children running to their mothers. You have some great role playing opportunities with the races your characters have chosen.
lordfeint |
My group is already halfway through Trial and consists of;
Human Bard 5
Human Fighter 5
Human Sorcerer 5
Halfling Rogue 5
Half-elf Ranger 5
All were created w/ 20-point buys and given 3 traits.
A few of them have had close calls. (Sorcerer to 1 HP from actually dead, others in the high negatives)
But no deaths yet.
No wands of CLW, either.
I'll admit, I was a bit concerned at first, but they each have several untouched potions and the Bard and Rogue both have been keeping up with the UMD skill and have a stash of scrolls for emergency use.
They generally kick the crap out of the monsters pretty quick and unless they are the victim of lucky or multiple attacks, tend to escape most fights in decent shape.
Although there are 5 of them to your 4, not a single one has a healing spell learned, so I think your party will do just fine.
Especially once they hit level 2. (which is FAST!)