First time posting to the Beyond forums, so I didn't know where to put this. FallenPhoenixIV from the Homebrew page recommended I put it here.
I want to run a game that is like a Harry Potter/Wizard School/Academy home-brewed world. The world is like the Schools of magic are actual schools with professors/teachers, curriculum, classes, extracurricular etc etc.
I did a pilot game for this world where all the players had to be wizards (lvl 3) between the ages of 12-19 that were attending an exchange/study abroad program. I want to revive this campaign but I need help balancing it and making the campaign an engaging experience.
What are ways I can make the game engaging and a fun experience with a party of all wizards?
Are there specific resources online or in the DnD handbooks that you would recommend?
No need to nerf monsters. Plenty of utility in wizards spells. Would suggest that a couple wizards take a level in Fighter to use weapons and armor as needed.
I really never understood why a Wizard could not have chainmail under robes?
Full Plate I understand not really something a wizard would want to or should ware.
Physically you shouldn't need to run the game any different, its the thematic you want to pay attention to. The most attractive part of Harry Potter, for example, is the setting, so you'll wanna answer a few questions for your own setting.
Is magic widespread in society or is it secret like in HP? What are the implications? Maybe in the widespread- magic setting, beasts and aberrations the party has to fight are failed experiments of reckless wizards? Maybe wizards fight hard to maintain supremacy against a less numerous but powerful subset of sorcerers in the population?
Maybe in the secret- magic world the main bad guy is a "muggle" leading an inquisition to root out unholy practices, on the fringes between the schools and the non-magic world? Maybe the players' job is to try and contain the magical world at risk of discovery?
Other details you might want to consider is, in either case, how do each of the schools get along? What does this mean for the party? How does magic, widespread or not, affect daily lives?
You can still run almost any story you want as long as you get the thematic beats down.
I loved running themed parties! All one race, or all one class, can be super fun!
Having run those themed games I'd suggest taking a look at the characters after they have been created. Unless they multi-class then you'll be low on healing magic, and except for Bladesingers you won't have any front line folks. Those are just some good things to keep in mind when building situations/encounters for the group. You can lean into that by offering tailored challenges that cater to their strengths. Or you can provide options to help substitute for those things that are missing, like easy access to potions as they won't have healers, or maybe an animated suit of armor that can act as a defensive bulwark.
Personally I also enjoy rewarding my groups that accept the challenge of a themed party, usually by offering each to take a free feat. This can help diversify the party even more, and help get some skills that would otherwise be difficult for the party to gain access to.
There's enough difference between the special abilities of each school that there'll be plenty of customization for each character. One of my concerns with wizards would be their defensive capabilities. The Abjurer has good defense, but you may want to drop some early loot like protections rings and bracers and such. Or just allow elven chainmail to not interfere with spell casting.
There'll be no need to nerf anything, cuz wizards are absolute cannons. Maybe the monsters could be infiltrating the school, so the wizards have find them out. Or maybe magic has been outlawed and they have to solve a mystery to unscrewup things.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
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First time posting to the Beyond forums, so I didn't know where to put this. FallenPhoenixIV from the Homebrew page recommended I put it here.
I want to run a game that is like a Harry Potter/Wizard School/Academy home-brewed world. The world is like the Schools of magic are actual schools with professors/teachers, curriculum, classes, extracurricular etc etc.
I did a pilot game for this world where all the players had to be wizards (lvl 3) between the ages of 12-19 that were attending an exchange/study abroad program. I want to revive this campaign but I need help balancing it and making the campaign an engaging experience.
What are ways I can make the game engaging and a fun experience with a party of all wizards?
Are there specific resources online or in the DnD handbooks that you would recommend?
Any suggestions for puzzles?
Nerfed Monsters and items?
Murder Mystery?
Classroom?
(One of my players said no on the magic homework)
No need to nerf monsters. Plenty of utility in wizards spells. Would suggest that a couple wizards take a level in Fighter to use weapons and armor as needed.
I really never understood why a Wizard could not have chainmail under robes?
Full Plate I understand not really something a wizard would want to or should ware.
Physically you shouldn't need to run the game any different, its the thematic you want to pay attention to. The most attractive part of Harry Potter, for example, is the setting, so you'll wanna answer a few questions for your own setting.
Is magic widespread in society or is it secret like in HP? What are the implications? Maybe in the widespread- magic setting, beasts and aberrations the party has to fight are failed experiments of reckless wizards? Maybe wizards fight hard to maintain supremacy against a less numerous but powerful subset of sorcerers in the population?
Maybe in the secret- magic world the main bad guy is a "muggle" leading an inquisition to root out unholy practices, on the fringes between the schools and the non-magic world? Maybe the players' job is to try and contain the magical world at risk of discovery?
Other details you might want to consider is, in either case, how do each of the schools get along? What does this mean for the party? How does magic, widespread or not, affect daily lives?
You can still run almost any story you want as long as you get the thematic beats down.
I loved running themed parties! All one race, or all one class, can be super fun!
Having run those themed games I'd suggest taking a look at the characters after they have been created. Unless they multi-class then you'll be low on healing magic, and except for Bladesingers you won't have any front line folks. Those are just some good things to keep in mind when building situations/encounters for the group. You can lean into that by offering tailored challenges that cater to their strengths. Or you can provide options to help substitute for those things that are missing, like easy access to potions as they won't have healers, or maybe an animated suit of armor that can act as a defensive bulwark.
Personally I also enjoy rewarding my groups that accept the challenge of a themed party, usually by offering each to take a free feat. This can help diversify the party even more, and help get some skills that would otherwise be difficult for the party to gain access to.
Find me on Twitter: @OboeLauren
That's a great idea! Themed game are awesome!
There's enough difference between the special abilities of each school that there'll be plenty of customization for each character. One of my concerns with wizards would be their defensive capabilities. The Abjurer has good defense, but you may want to drop some early loot like protections rings and bracers and such. Or just allow elven chainmail to not interfere with spell casting.
There'll be no need to nerf anything, cuz wizards are absolute cannons. Maybe the monsters could be infiltrating the school, so the wizards have find them out. Or maybe magic has been outlawed and they have to solve a mystery to unscrewup things.
dndspeak dot com has some great lists - http://dndspeak.com/2018/11/100-riddles-and-their-answers/
http://dndspeak.com/2018/01/58-deadly-traps/
There's tons more. It's a great site for serendipitous ideas.
Oh, and if you haven't watched Critical Role - watch this - https://www.youtube.com/watch?v=2MKE78FweGA
Good luck!
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.