Large party: no arcanist, no problem?


Kingmaker


My D&D/PF group has finished the Savage Tide AP and per long-standing agreement, I am on deck to run Kingmaker for us next (early Dec. start date). We'll be adding a 6th player for this campaign, so there will be plenty of bodies.

Discussion of PCs has been ongoing for a long time, but not all are finished. Of all of those, we've got 3 fighter-types (ranger, cavalier, probable barbarian?), a rogue and possibly an oracle and some sort of warpriest.

Notice there are no arcane casters: do any of you who have read and run the AP see an obvious problem? What should I look into correcting? I haven't seen anything that could cause problems, but my judgement is often clouded. I think that having lots of bashers and animals plus at least two with healing spells should make combat no problem.

Something to consider: I am only planning to run sections 1-4 of Kingmaker (but I'd really like to run part 6 someday).

Silver Crusade

I ran into the same issue with my 4-person group and concerns. Up through level 5, you aren't going to miss an arcane caster at all, especially with a 6-person party. Past that, it's nice but not essential.

At later points, if no one can use the arcane loot and everyone is vying for the same gear, you may have some imbalance in party wealth. Also, at later points, wizardly identification of magic items, crafting, and teleportation really becomes handy.

I like to let things play out as it will. At one point we ended up with a 4-person party of 3 fighter-types and 1 inquisitor. Not a lot of options, and that lack of options eventually led to some party deaths. It happens.

Finally, there's a lot of good "knowledge" items out there, so if you don't have those skills represented, might find a more creative way to share.

Scarab Sages

You don't really "need" any classes in Kingmaker. I would say the least effective class is a traditional rogue, just because of the nature of the adventures and the AP. Some very effective classes are mounted build cavalier and paladins, druids, and bards (mainly for the diplomatic/social aspect).

However, since this AP runs higher than most others as far as level goes (right up close to 18 at the end), then you really do gain some advantage in having at least a couple full casting classes.


Out of 7 people who've passed through the KM campaign I'm currently
running, the closest anyone has come to any sort of arcanist is one
guy who ran an Alchemist...until undead got him.
Oh, yes, and there was a short-lived witch...

It really hasn't been a problem so far & they're at 5th level now.

Yeah - sure, some things may have been easier with a Wiz or Sorc, but
generally not any of the combats, more some of the behind the scenes
knowledge stuff etc.

I wouldn't worry if I was you... If you're really worried, just have an
NPC you create sitting around & ready to give them advice etc...


No worries, I didn't think I had a problem on my hands. Just wanted to get an outside eye to check.

What I am mildly worried about is that one of our newest players may be intimidated by the size of a cleric's spell list.

Silver Crusade

It may be easier for your cleric player to just use the core rules spells rather than open up the hundreds of new spells from other supplements.


Touc wrote:
It may be easier for your cleric player to just use the core rules spells rather than open up the hundreds of new spells from other supplements.

+1

I also like the idea of players choosing just the 2 main books & 1 other...

Another idea is to sit down with that player, go through their spell list
& get them to print out spell cards for those spells they think they'll
use most often... Works like a charm in one of the groups I play in... :)


If you are the GM: Don't worry about it, it's their problem ;)
If you are a player: Don't worry about it, just have fun :)


Seconding what redcelt said...our party rogue was often stuck for things to do. My advice would be to find out which way they'd be taking the rogue and then choose a class that...I hate to say this...does it better. If combat, choose an inquisitor or ranger (the AP will happily support two rangers, especially if they work together to create characters); if they want to play a skill monkey, then I'd recommend a bard. A sorcerer would supply the arcane-ness that the group is missing and act as party 'face', too. Understand that I don't believe that "the rogue is weak"; Kingmaker, however, isn't an AP in which they get too many chances to shine.

With a party of that size, you should be grateful that no-one is playing an arcane caster...you're going to have trouble as it is. Battlefield control on top of all those melee-types are going to make short work of anything they encounter. I speak as a player in a party of 6 that the DM is having A LOT of trouble with.


My current party doesn't have a cleric or equivalent (eg an oracle). Deadly. We have some Scrolls of Restoration, and a witch who makes the necessary Use Magic Device checks less than half the time.

I was stunned to find out my druid couldn't cast Remove Blindness after some of the PCs got their eyes pecked out by birds early in the Varnhold Vanishing.

One of the things I dislike about every version of D&D from 3.x onward is the massive glut of classes. The new classes don't fill roles properly. You're "supposed" to have a healer (and not just a hit point generator, so my druid PC does not count, and neither does the witch). You're "supposed" to have someone who can search for traps.

My group has just finished the Varnhold Vanishing, and we didn't need a wizard, but having a "controller" witch in our party has really changed the way we approach combat, for the better. It might be important later. My group is only 8th-level (we ended that adventure early) and we're a level shy of spells like Teleport.


We regularly dont play with a rogue anymore.

1) Alchemists do traps nicely
2) We have had certain inquisitors fit the role
3) you can find and defeat magical traps with magical means.

We often dont have the "healer"

1) potions and scrolls
2) wands
3) half elf with UMD, skill focus UMD and decent cha.

we have had a very successful group in which the hex crafter/inquisitor coupled with potions gave us enough healing.

you can also at level 8 have someone take leadership feat and have a cleric flunky.

we have also added a house ruly effect, that is based on a conglomerate of former editions of the game: You heal your level in hit points from a night of rest (so 8th level characters get back 8 hp) and you heal 1/4 your level in stat damage a night (so 8th level characters would be able to heal up 2 points of stat damage.... their choice which, if there is more)

As far as blindness, deafness or amputation? Only magical healing helps that.

But heck, a druid could always throw a blind guy off a cliff and reincarnate him? "SEE! I cured your blinds! you can see a again!"

OH did you roll crappy physical stats? Ok. off you go! one more time!


I am the GM, so, yeah, it's not my problem (unless they all quit because the game it's un-fun).

Re: the rogue: so far, she's talking about playing as the party "face," and a shooter/sniper in combat, so not the traditional dungeon lock-picker. "Sansa Stark, but with brains" is her inspiration. I intend to play up more politics, so I hope she'll find that useful.

Given the number of melee-ists, some combats might indeed go lickety-split.

Scarab Sages

So far, the lack of a cleric (player left the game) has not been as noticeable as the lack of a wizard or druid when one of those players is absent from the table. Our rogue went shadowdancer and is the spymaster, which helps his character shine, since my game is very political. Otherwise, he struggles a bit during the "dungeon phase".

If you are playing in a politically charged game, a druid and/or arcane class is IMO mandatory. It is a critically essential ability to pass information and move quicker than everyone else in the world. My party would have had their asses handed to them several times over if it was not for the wizard and druid using teleport, tree stride, wildshape, message, etc. These abilities keep the players' badly needed troops from walking into ambushes, slaughters, and gives the kingdom the early warning they need. If the party does not have these classes in it, encourage them to add NPCs like Jhod, etc to the council so they at least have access to them.

Also, I highly recommend giving every player the leadership feat for free, just not letting them use their cohorts as part of their party. They can be mayors of key cities, sub-generals in charge of troops, wizards in charge of academies, scouts, etc. This allows the players a sense of being rulers and makes its even more personal when some place they are not gets attacked. This is also another way to fill in these extremely useful classes.

BTW Lee, you have to keep us posted on how your game progresses, I seem to remember you were leaning towards the Game of Thrones style...


Lee a rule that we tend to follow is that the players will have to deal with the party composition when overcoming obstacles. If they do not want an arcane caster, they can do without. Of course, I think there is a big enough need later in the AP that they will have a hard time not having one. As mentioned above, teleport will come in very handy, as well as AOE which does tend to fall on arcane caster the most. With 3 melee options, I think you could influence one to lean towards Magus at least, good combination of melee and an ability to use arcane magic. I do wish you well with this party as laid out though, I do forsee many combats going very quickly. I would find the 6 player conversion and definitely use it. But the bottom line is, they will play what they want, how they want, and figure out how to overcome what they are not prepared for with what they have.


Yep, Game of Thrones will be (I hope) a heavy influence. All the players should have read at least the first book, and most will have seen the 1st season of the TV series.

I'm keeping the 6-player conversion in my back pocket for now, our group has had a hard time with the lethality in 3.5e so far. If they are blowing through too many paper bags, I intend to start thickening the bad guys.

Redcelt32: Since I'm using my low-magic world, I don't think the comm and recon elements will be overly difficult for them, as the rest of the world won't be more magical than they are.

Chargen is scheduled to wrap up in two weeks, game to start in early December. Updates will be posted here.

Lantern Lodge

Having played book 1-2 of Kingmaker, I have to say that having a "crafter" character is great for a Kingmaker party.

In my party, our wizard took the craft items feats and it really helped the party. We will able to gear out pretty well by level 6.

Kingmaker is kinda more free roaming then other AP, so try to remind your players that they should think long term when they make a character.


Final 3 PCs are mostly done now: Inquisitor, Oracle and Barbarian. The Inq. is the guy I mentioned above who was leery of the big cleric spell list, and was more comfortable with tank-style PCs.

Spells hadn't been picked yet, but both casters are aware that the party will be relying on them for healing.

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