First time posting to the Beyond forums, so I didn't know where to put this.
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?
I would recommend posting this in the DM's section to see what other DM's have to say about this topic.
With that said, I personally haven't had to deal with an "all [insert class here] party" campaign, but even with everyone playing the same class every player is going to want to have their own time to shine. I'd definitely try to make these moments happen through their subclasses and backgrounds since my guess is they won't(or at least not everyone would) share those between them. now a quick disclaimer, most of the adventures that I run are epic adventures and are pretty tolkienesque because that's what my players prefer. My players also generally don't like puzzles because slows down the game, so I have little practice with them. So here's a couple quick two cents from me.
For the overall campaign, just see what type of campaign that the players are expecting, but if you want to surprise or come up with your own. You can do a exploration campaign looking for magical relics, tomes, and lost histories of magic. May have to deal with other spellcaster(s), cult, or other misc. individual/group trying to release, gain control of, or become some great powerful being/evil. You can even go the route that Dragon Age did where the wizards could be under constant surveillance because of some misc. reason which can lead to some interesting role playing opperunities since they would be coming from the "correct" academic background compared to other casters.
As for combat, I would try to stray away from many directs combats, though depending on the type of wizards that your players made they might prefer lots of combats. You just have to keep in mind they unless they are going to be using tons of potions for healing or would have a healer/tank companion it would be an incredibly squishy party. With that said, because they would be all wizards, they have tons of options of getting around most combats due to how much spellcasting potential they would have.
Hello,
First time posting to the Beyond forums, so I didn't know where to put this.
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?
I would recommend posting this in the DM's section to see what other DM's have to say about this topic.
With that said, I personally haven't had to deal with an "all [insert class here] party" campaign, but even with everyone playing the same class every player is going to want to have their own time to shine. I'd definitely try to make these moments happen through their subclasses and backgrounds since my guess is they won't(or at least not everyone would) share those between them. now a quick disclaimer, most of the adventures that I run are epic adventures and are pretty tolkienesque because that's what my players prefer. My players also generally don't like puzzles because slows down the game, so I have little practice with them. So here's a couple quick two cents from me.
For the overall campaign, just see what type of campaign that the players are expecting, but if you want to surprise or come up with your own. You can do a exploration campaign looking for magical relics, tomes, and lost histories of magic. May have to deal with other spellcaster(s), cult, or other misc. individual/group trying to release, gain control of, or become some great powerful being/evil. You can even go the route that Dragon Age did where the wizards could be under constant surveillance because of some misc. reason which can lead to some interesting role playing opperunities since they would be coming from the "correct" academic background compared to other casters.
As for combat, I would try to stray away from many directs combats, though depending on the type of wizards that your players made they might prefer lots of combats. You just have to keep in mind they unless they are going to be using tons of potions for healing or would have a healer/tank companion it would be an incredibly squishy party. With that said, because they would be all wizards, they have tons of options of getting around most combats due to how much spellcasting potential they would have.
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