Advice on starting a higher level campaign with an undersized party


Advice

Scarab Sages

I am looking to run a module for characters higher than first level. Ordinarily, with a four person group, I would just have the players start at WBL. However, for various reasons I have only three players this time around.

Since the module is balanced for four PCs, I was wondering what adjustments, if any, I should make.

One thing I was considering doing was giving the group a sidebar of cash (half or more of the WBL of their level) that the three players would have to spend on consumable gear. That would help create the illusion that they are an established group, and not three random mid-level characters tossed together by some random occurrence.


The group gear is always a good idea. What module are you looking to run, what level, and what are the PC's playing? Depending on their builds you may not need to do anything.

Having a group that is not fully optimized for whatever they are planing to face can present some fun challenges. The players have to think more creatively. If there is no rouge and they come upon traps they have to figure that out a different way. If their is no dedicated healer they need to be cautious in combat. No tank means even more caution is needed.


If none of them want to play a a support healbot type character you could make a super boring DMpc
I recommend a cleric in heavy armour and a sheild and some basic weapon that catsts stuff like prayer and blessing of fervour whilst channeling positive energy to heal people and stuff. Pretty much impossible to grab the spotlight and if he ever does it's probably gonna be through a funny crit more than anything.

The consumables pool would also be a fun idea I'm just wondering what consumables you'd actually expect them to buy to close the gap?

EDIT: if possible make them neutral so they're never a stick in the mud.

The Exchange

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Alternatively, maybe see how they feel about running 2 characters each, you could go through with a 6 man party. Or even a communal character, the group makes the choices and each session maybe it's controlled by a different player?

Just because you only have 3 players doesn't mean you have to only run 3 characters. Or at least I don't feel it means that.

Then there's always the recruiting options, see what you can do to find a 4th!

Scarab Sages

The House on Hook Street, which is designed for 6th level characters.

The plan is to try out some of the new optional rules, so I am saddling the guys with the requirement that the party have a non-archetype fighter and at least one occult class represented.


Jeez you're making them play a vanilla fighter .-.
Wow.


Chromantic Durgon <3 wrote:

Jeez you're making them play a vanilla fighter .-.

Wow.

No, the new Armor mastery and weapon mastery books make a Fighter anything but plain vanilla.

But you dont have to rule out all archetype, OP, just the ones that affect Armor or weapon traing.

Those that only effect the bonus feats are fine.

Dont run a DMPC.

You can draw up a NPC healer, but ask the players to run it. Just do a Life Oracle and bam!


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What is with all the hate for the fighter. There is a lot of fun to be had with that class, even with no archetypes. Though with three players where one has to be an occult class and the other must be a fighter you are going to pigeonhole the other player into feeling that they need t fill the void and there is a rather big void. Either a healer and the divine magics that come with it, arcane magic, or dealing with traps. Some classes can do more than one.

You seem to want them to have a challenge so just have them build as a sixth level character and leave it at that. Have them talk about what they want and if they want to pool their money for a group item, like a wand or something you can either give them a single wand or they can buy it together. Pooling their funds is not unreasonable.


DrDeth wrote:
Chromantic Durgon <3 wrote:

Jeez you're making them play a vanilla fighter .-.

Wow.

No, the new Armor mastery and weapon mastery books make a Fighter anything but plain vanilla.

But you dont have to rule out all archetype, OP, just the ones that affect Armor or weapon traing.

Those that only effect the bonus feats are fine.

Dont run a DMPC.

You can draw up a NPC healer, but ask the players to run it. Just do a Life Oracle and bam!

There is no need for a no there you're not answering my question. Vanilla simply refers to the fighter without an archetype, a vanilla sorcerer is a sorcerer without an archetype for example.

Anyway the problem is in my opinion with forcing people to play mundane characters (E.I none magical ones) is a high fantasy setting wherein the regular expectation is magic. Of course if they want to that is another matter but forcing none magic on someone in a game about magic seems a bit off.

Honestly I'm fairly anti forcing class choices on PCs at all. If the player doesn't want to play that class it doesn't matter how kewl your think it is they will resent you for making them play it. At best they will have less fun than they could off, at worst they will sour the game for everyone. That's my opinion anyway.

If I ever did force classes on people I don't think I'd go any further than you must have Arcane/divine/martial abilities as one the PCs main modes of operation and even then I'd be reluctant.

Scarab Sages

I hear what you are saying, and ordinarily I am pretty hand-off when it comes to character construction. However, a major part of the purpose of this campaign is that I am wanting to test out the rules for Combat Stamina, and these rules impact fighter more than any other class. The reason for running an occult class is I am wanting to test out some of the options in Occult Adventures.

Ordinarily, our group plays adventure paths. I am running a stand alone module this time so that we can study how some of the new options from Pathfinder Unchained, Occult Adventures, and Horror Adventures would affect our particular group without saddling the group for the length of six adventures.

The point of this particular campaign is to not just have fun in the moment, but to see how new optional rules might enhance our fun in the future.

As to my idea behind the communal gold sideboard...I assume that a module is designed to be balanced against a party of four. This means not only action economy but also the resources such a party would have access to. My thoughts are that the sideboard would allow the group to have wands, potions, and scrolls without them spending their own money on it. Heck, it could just be used to establish a resurrection fund.

Dark Archive

So you have an occult class and a fighter. Have the third character be a druid and he can carry the party. You don't need to worry about boosting WBL. Modules are balanced for a non-optimized party.

So lets say an archer fighter for consistent dpr. A medium for condition removal and buffing. A druid to carry the party when stuff gets wonky.

That should work fine.

RPG Superstar 2012 Top 32

We played a campaign with 3 PCs and 3 henchmen of the NPC warrior class. It worked out really well. The PCs got to shine, and the NPCs helped with action economy and hit point soaking. I played an inquisitor, and later a paladin, and my henchman was a heavy crossbow wielder I either shot or reloaded on my turn, so it was very quick and easy. The other PCs were a Dark Tapestry oracle and a ranger, I think.

Druids are always solid. The animal companion will help round out the party as a quasi-fighter. Also, spontaneous summoning.


I'll third a Druid if the fighter is an Archer

Animal companion + wildshape = frontline covered
Animal companion + summons = frontline covered

If the fighter wants to be in melee then it's got less essential since any character with melee/control can help the fighter cover frontline duties.


I'd give them squires instead. One main character, and an assistant/friend/spouse who is two levels lower.

I find action economy more important that go economy. You could have all the wealth in the world, grab the sword you dropped and stand is your entire turn.

This is especially true if any of the encounters feature the PCs getting really outnumbered, or baddies can incapacitate more than one of them, like, say, a pair of harpies.

RPG Superstar 2012 Top 32

The only problem with being 2 levels lower is the squires will have less hit points, worse saving throws, worse BAB, so they'll be very vulnerable and less effective. You don't want the PC healers "wasting" their turns healing the henchmen!

Keeping their levels on par with the PCs, but using NPC classes, keeps them effective. Just make really simple builds, like Iron Will and Weapon Focus and Toughness and Vital Strike, so the henchfolks' turns go by really quickly.

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