So, I know we can make D&D what we want and have freedom. I was hoping for any cautions or tips. Here we go…
I am a relatively new DM. This will be the third group I’m DMing. They are a group of complete rookies. Five of them.
Human Rogue
Half-elf Cleric
Human Barbarian
Human Monk
Human Ranger
Other than the cleric, they have no full time magic user. An experienced group can equip themselves and prep for this. A group of first timers and a green DM… Am I setting them up for failure? Should I try to bribe/convince/coerce one of them to change their character? How? Am I overthinking this? Suggestions?
You are overthinking you do not need a magic user in a party, you will maybe need to tailor your game a little to ensure they don’t need someone with arcane knowledge to solve a puzzle but the party makeup is pretty good, you have a tank, ranged attack, Healer and 2 utility combat in the rogue and monk. In addition ranger gets spells and the rogue (if he goes arcane trickster) gets access to spells as well.
Don’t ever try and coerce or force a player to be a particular class or race, they won’t enjoy the game. Just go with it, you don’t need lots of magic users to have fun.
You are probably overthinking it. The group seems like it is well-balanced to me and depending on what subclasses your rogue, monk, and barbarian take they may end up having spells or other spell-like effects that they can do anyway.
In general, as a DM it will probably take a few sessions before you really get a hand on how to manage the game, but as long as you and your players are having fun it doesn't matter if there is no Wizard casting fireball or whatever. Once you get a bit more experienced you can use their lack of magic as a means for interesting encounter setups. Imagine seeing someone throw a fireball at them for the first time with no real idea what it is other than "Magic". Plus there are always magic items that can allow for spell casting if it really becomes a massive problem.
Eh, depends on the kind of campaign it is and the enemies you plan to throw at them. Magic user is definitely preferred, maybe urge the barbarian to go more tanky than damage dealer with his progression but still I'd say you'll be fine.
There are no "roles." It is not a problem. A party of any size and composition can be played in D&D (and, indeed, in all RPGs, contrary to what "the internet" seems to think).
You are the DM. You have control over what challenges you throw at them. You know your party. Provide them with challenges that they will be capable of overcoming.
Don't handle them with kid gloves, mind. Just don't put in problems that can only be solved by a wizard, and you're fine.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
No, they’re fine. 5e isn’t an MMO, and it doesn’t need specific roles. It does help to have at least one pseudo-healer and at least one melee fighter, but that’s not necessary, and besides you’ve got those covered already.
You're the DM, so you can adjust as required as you see their strengths and weaknesses. The party i play in is a Druid, Monk, Fighter and Barbarian. I know what it is to be in a magic-bereft party. Some things are a little more challenging, but anything physical we run into gets chewed up awful fast. Our DM has been rebalancing thngs a bit and his latest favorite is to use flying movement against us, since it REALLY drops our damage output. We are adjusting. with my Monk landing a bag of Magic Stones and the Barb and Fighter loading up with some Javelins, lol.
Biggest pain in the butt for us has been an inability to Identify items. We don't let the "sleep on it and you understand it" method of Identify to work, so we usually arrive in a settlement or such with 2-3 things that are magic of some sort, but we're unsure what. Adds to the fun, IMO, as running around knowing you're "missing" something makes you think more and get a little more creative at times.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
make sure that you give the players magic (+1 weapons min) BEFORE you have them fight anything that is un affected by non magical attacks and you'll be fine. Between the rouge, barbarian, and ranger they can do alot of damage. and the monk can stun cleric can heal so they good. The party never needs every class it's up to the DM to make sure the fights are fair for the group. The biggest thing to watch out for is as I said monsters that need Magic to take damage, but even then a +1 axe or dagger will let them hit it.
It’s completely fine. I’ve been playing with a group for a year or so and there has never once been anything even remotely resembling a healer or buffer and we’ve been fine (one thing to note is that we pretty much just play adventures, not whole campaigns, so we change characters every month or so.)
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
All you need is to not make puzzles and stuff centred around use of magic. If you do that, you'll be fine.
Rollback Post to RevisionRollBack
Homebrew, homebrew, homebrew. I DM homebrew. I homebrew homebrew. My homebrew brews homebrew. I brewed by home. My home brews homebrewed homebrew, homebrewing homebrew that homebrews homebrewing homebrew.
So, I know we can make D&D what we want and have freedom. I was hoping for any cautions or tips. Here we go…
I am a relatively new DM. This will be the third group I’m DMing. They are a group of complete rookies. Five of them.
Human Rogue
Half-elf Cleric
Human Barbarian
Human Monk
Human Ranger
Other than the cleric, they have no full time magic user. An experienced group can equip themselves and prep for this. A group of first timers and a green DM… Am I setting them up for failure? Should I try to bribe/convince/coerce one of them to change their character? How? Am I overthinking this? Suggestions?
Thanks!
It would be interesting if your Rogue turned out to be an AT, the Cleric chose Arcane Domain, the Barbarian chose the Wild Path, and the Monk went 4E.
So, I know we can make D&D what we want and have freedom. I was hoping for any cautions or tips. Here we go…
I am a relatively new DM. This will be the third group I’m DMing. They are a group of complete rookies. Five of them.
Human Rogue
Half-elf Cleric
Human Barbarian
Human Monk
Human Ranger
Other than the cleric, they have no full time magic user. An experienced group can equip themselves and prep for this. A group of first timers and a green DM… Am I setting them up for failure? Should I try to bribe/convince/coerce one of them to change their character? How? Am I overthinking this? Suggestions?
Thanks!
I am running a campaign with only 3 PCs (Blood Hunter, Wizard, Rogue Assassin) and i was worried at first about no healer. It has worked out well so far, as they tend to get healing potions regularly. Now, you will have some challenges if they go up against a mage of some sort, so you may have to adjust what you do as a DM. Keep in mind you can modify modules as needed, so maybe they find scrolls with spells they can use if they really need spells.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey,
So, I know we can make D&D what we want and have freedom. I was hoping for any cautions or tips. Here we go…
I am a relatively new DM. This will be the third group I’m DMing. They are a group of complete rookies. Five of them.
Other than the cleric, they have no full time magic user. An experienced group can equip themselves and prep for this. A group of first timers and a green DM… Am I setting them up for failure? Should I try to bribe/convince/coerce one of them to change their character? How? Am I overthinking this? Suggestions?
Thanks!
You are overthinking you do not need a magic user in a party, you will maybe need to tailor your game a little to ensure they don’t need someone with arcane knowledge to solve a puzzle but the party makeup is pretty good, you have a tank, ranged attack, Healer and 2 utility combat in the rogue and monk. In addition ranger gets spells and the rogue (if he goes arcane trickster) gets access to spells as well.
Don’t ever try and coerce or force a player to be a particular class or race, they won’t enjoy the game. Just go with it, you don’t need lots of magic users to have fun.
You don't need optimal party composition to have fun. Heck, my latest campaign had a barbarian and 2 rangers and that's it.
You are probably overthinking it. The group seems like it is well-balanced to me and depending on what subclasses your rogue, monk, and barbarian take they may end up having spells or other spell-like effects that they can do anyway.
In general, as a DM it will probably take a few sessions before you really get a hand on how to manage the game, but as long as you and your players are having fun it doesn't matter if there is no Wizard casting fireball or whatever. Once you get a bit more experienced you can use their lack of magic as a means for interesting encounter setups. Imagine seeing someone throw a fireball at them for the first time with no real idea what it is other than "Magic". Plus there are always magic items that can allow for spell casting if it really becomes a massive problem.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Eh, depends on the kind of campaign it is and the enemies you plan to throw at them. Magic user is definitely preferred, maybe urge the barbarian to go more tanky than damage dealer with his progression but still I'd say you'll be fine.
There are no "roles." It is not a problem. A party of any size and composition can be played in D&D (and, indeed, in all RPGs, contrary to what "the internet" seems to think).
You are the DM. You have control over what challenges you throw at them. You know your party. Provide them with challenges that they will be capable of overcoming.
Don't handle them with kid gloves, mind. Just don't put in problems that can only be solved by a wizard, and you're fine.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
No, they’re fine. 5e isn’t an MMO, and it doesn’t need specific roles. It does help to have at least one pseudo-healer and at least one melee fighter, but that’s not necessary, and besides you’ve got those covered already.
Wizard (Gandalf) of the Tolkien Club
You're the DM, so you can adjust as required as you see their strengths and weaknesses. The party i play in is a Druid, Monk, Fighter and Barbarian. I know what it is to be in a magic-bereft party. Some things are a little more challenging, but anything physical we run into gets chewed up awful fast. Our DM has been rebalancing thngs a bit and his latest favorite is to use flying movement against us, since it REALLY drops our damage output. We are adjusting. with my Monk landing a bag of Magic Stones and the Barb and Fighter loading up with some Javelins, lol.
Biggest pain in the butt for us has been an inability to Identify items. We don't let the "sleep on it and you understand it" method of Identify to work, so we usually arrive in a settlement or such with 2-3 things that are magic of some sort, but we're unsure what. Adds to the fun, IMO, as running around knowing you're "missing" something makes you think more and get a little more creative at times.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
While you got both holy trinitys filled out with some extra room so your fine.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
make sure that you give the players magic (+1 weapons min) BEFORE you have them fight anything that is un affected by non magical attacks and you'll be fine. Between the rouge, barbarian, and ranger they can do alot of damage. and the monk can stun cleric can heal so they good. The party never needs every class it's up to the DM to make sure the fights are fair for the group. The biggest thing to watch out for is as I said monsters that need Magic to take damage, but even then a +1 axe or dagger will let them hit it.
It’s completely fine. I’ve been playing with a group for a year or so and there has never once been anything even remotely resembling a healer or buffer and we’ve been fine (one thing to note is that we pretty much just play adventures, not whole campaigns, so we change characters every month or so.)
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
All you need is to not make puzzles and stuff centred around use of magic. If you do that, you'll be fine.
Homebrew, homebrew, homebrew. I DM homebrew. I homebrew homebrew. My homebrew brews homebrew. I brewed by home. My home brews homebrewed homebrew, homebrewing homebrew that homebrews homebrewing homebrew.
It would be interesting if your Rogue turned out to be an AT, the Cleric chose Arcane Domain, the Barbarian chose the Wild Path, and the Monk went 4E.
I am running a campaign with only 3 PCs (Blood Hunter, Wizard, Rogue Assassin) and i was worried at first about no healer. It has worked out well so far, as they tend to get healing potions regularly. Now, you will have some challenges if they go up against a mage of some sort, so you may have to adjust what you do as a DM. Keep in mind you can modify modules as needed, so maybe they find scrolls with spells they can use if they really need spells.