| Klaus van der Kroft |
Last saturday my group and me got together to design new characters for our new Pathfinder campaign. We had had a few talks prior to that about what was allowed and what wasn't, but since this is the group I've been DMing to since around 1998, I didn't worry too much about bad characters. Also, we never really worry about creating balanced parties (I find it more entertaining that way, since they'll have to work out the missing parts creatively).
And there were no bad characters.
But when we gathered to work on the storylines, they presented their characters (designed at home to speed things up), and what I got was:
-2 summoners
-2 druids
-A warrior
-A cavalier
So six characters, with an extra of 4 pets, plus a potential of many more summoned creatures. They all have outstandingly interesting concepts, but I was thinking the numbers, and the minimum amount of stuff involved in a typical combat would be 11 entities (6 characters, 4 pets, and at least 1 enemy), and that's counting out the cavalier's horse and any potential NPC ally.
Today I realised I should have presented the issue during the character creation session, but we got carried away with storytelling and the point escaped my mind. And while I enjoy challenges, I don't think I want to run a campaign with that many individuals again (I once ran a 12-player campaign for 2 years. Great fun, but I aged 10 years).
How would you break the issue to the party? These are my best friends, so it's not really a confidence issue, but more like "Who should take one for the team" thing. Or maybe there is a better way to fix it than asking someone to change classes.
Help me, Advice subforum of the Paizo boards. I don't want to die like the guy in Indiana Jones and the Last Crusade. I don't want to choose poorly!
Helaman
|
the only thing I can think to suggest is to change things around a bit so you have larger, fewer battles.
Everyone can play what they want and if people start to complain about battles taking all night, then bring point out what you see as being the problem.
limit to one summoning or companion eldidon present only... and players have 30 seconds ONLY for their moves or their companions moves. Companions always move at same Initiative, always just after their master.
Feral
|
Convince the summoners to built utility-eidolons rather than combat brutes.
Convince the druids to take the domain option over an animal companion.
Assuming your cavalier isn't committed to mounted charging or something similar work with your cavalier to replace the mount class feature with something else.
| DrDeth |
A warrior? Really?!?
Anyway, one of our usual houserules is that no “pets/companions/etc” (Familiars don’t count unless they fight) and no more than one summons active per side at a time. This is for games with 6+ players, which yours also has. The problem is table time- with 11 figures on the board for the Good Guys, combats will really drag down, time-wise. So, just tell them other DM’s have said this makes the combats take too long. They can adapt, I am sure.
Druids can take domains instead of pets, so Ferals advice is good. Don’t let the Summoners try the sythesist version, it’s super broken. Pretty much, you’ll have to ask them to try another class.
Mounts might be OK, since they are only useful about 1/3 the time.
Feral
|
Summoners don't have to build combat-monster eidolons - that's just a myth. They can build a utility eidolon that doesn't hog combat time and do just fine.
Consider an eidolon with Skilled: Perception, Disable Device, and Sense Motive and suddenly you have a awesome stand-in for a rogue. What about an eidolon with flight and spellcasting evolutions that just acts as a mount for a character?
Also, synthesists are only broken if your players build them that way and you let them. Shoot down any 7/7/7/18/18/18 characters and they'll be fine. Check out my synthesist here for an example of a nonabusive synthesist.
| Klaus van der Kroft |
Thanks for all the ideas.
I ended up meeting up with three of them earlier today for breakfast (icecream waffles. It is always easier to talk these things out in the solemn presence of icecream waffles), and went with Osterisk's idea of asking volunteers. Turns out the three are willing to change their characters (one druid into domains and scrapping summoning spells altogether in exchange for other spells, and the two summoners into different classes altogether, a paladin and a sorcerer) into other good ideas they had in storage.
Later today I expect to talk to the remaining druid, but I think he'll be cooperative.
Thanks a lot for the ideas. Much appreciated.
| DrDeth |
Summoners don't have to build combat-monster eidolons - that's just a myth. They can build a utility eidolon that doesn't hog combat time and do just fine.
Consider an eidolon with Skilled: Perception, Disable Device, and Sense Motive and suddenly you have a awesome stand-in for a rogue. What about an eidolon with flight and spellcasting evolutions that just acts as a mount for a character?
Also, synthesists are only broken if your players build them that way and you let them. Shoot down any 7/7/7/18/18/18 characters and they'll be fine. Check out my synthesist here for an example of a nonabusive synthesist.
True, our summoner (3rd level) has a eidolon with Perception maxed out, and it’s very helpful. You’ll see few builds like that suggested, however.
Synthesists are broken as the rules are poorly written and have not been errated fully. Just look at the threads about them.
BYC
|
Thanks for all the ideas.
I ended up meeting up with three of them earlier today for breakfast (icecream waffles. It is always easier to talk these things out in the solemn presence of icecream waffles), and went with Osterisk's idea of asking volunteers. Turns out the three are willing to change their characters (one druid into domains and scrapping summoning spells altogether in exchange for other spells, and the two summoners into different classes altogether, a paladin and a sorcerer) into other good ideas they had in storage.
Later today I expect to talk to the remaining druid, but I think he'll be cooperative.
Thanks a lot for the ideas. Much appreciated.
Good job. Otherwise it would have been very annoying. Either for you, or for them.
| David knott 242 |
One way my DM uses to speed up combat with pets is for them not to roll initiative separately -- they go either just before or just after their masters, and the player is given no more time than the player of a single combatant to decide what to do. That one rule seems to work well to keep things moving along.