Great point, balance is what you and your party find works best for them! My most recent creation, our party had like NO healing, and we are a very combat/hp oriented group, so the first time we had someone go down it was a bit of a disaster. But our Dm, in his wisdom, threw us a Paladin, and now its our favorite character. I also like giving the DM a narrative through line as well. They're part of the story too and I like having them a round in game.
I don't typically think about creating a balanced party. I think it's more important to let players play the character that they want and then I design the encounters to fit that group. I think it's really hard to create two PCs that are exactly alike, so there's usually a way to make each character shine. I rarely run pre-written adventures so that does help with tailoring things.
This was a good one. I especially liked the thought of no healing casters. It's something that feels much more viable with healer's kits and the like along with the potions available as well.
Great tip about the impulsive/cautious players. What are some advice for bringing this up firing session zero? I feel like these types of behaviors come from feeling like the GM is against the players. Love your videos!
For session zero, I'd make sure everyone has come with a character concept or you are building your characters together. As a GM, if I'm noticing the party is skewing one way or the other, bring it up. Like if you were going to playing combat heavy game but no one is choosing any characters with healing. I wouldn't force someone to change their character, rather make sure the group is aware they will have a hurdle. Either someone will voluntarily adjust their character or they won't but at least everyone is aware of the hurdle. I'd reinforce the idea that you all are playing together. Sometimes the GM is playing the foe, and is creating the obstacles the party will come up against, but that the GM is not playing against the players.
@@Roll4Initiative definitely! I think what I failed here as a new GM years ago was that I didn't foster the idea of teamwork. I didn't define that so a lot of my players played like they were in your usual Action RPGs.
Less about balance but skills get duplicated a heap as there are clearly some better than others. On a side note I still think skills should be divorced from abilities entirely.
Great point, balance is what you and your party find works best for them! My most recent creation, our party had like NO healing, and we are a very combat/hp oriented group, so the first time we had someone go down it was a bit of a disaster. But our Dm, in his wisdom, threw us a Paladin, and now its our favorite character. I also like giving the DM a narrative through line as well. They're part of the story too and I like having them a round in game.
I don't typically think about creating a balanced party. I think it's more important to let players play the character that they want and then I design the encounters to fit that group. I think it's really hard to create two PCs that are exactly alike, so there's usually a way to make each character shine. I rarely run pre-written adventures so that does help with tailoring things.
This was a good one. I especially liked the thought of no healing casters. It's something that feels much more viable with healer's kits and the like along with the potions available as well.
I personally like the healing tick
My party ended up with two conquering paladins. Shenanigans ensue
great tips!
Glad you think so!
Great tip about the impulsive/cautious players. What are some advice for bringing this up firing session zero? I feel like these types of behaviors come from feeling like the GM is against the players. Love your videos!
For session zero, I'd make sure everyone has come with a character concept or you are building your characters together. As a GM, if I'm noticing the party is skewing one way or the other, bring it up. Like if you were going to playing combat heavy game but no one is choosing any characters with healing. I wouldn't force someone to change their character, rather make sure the group is aware they will have a hurdle. Either someone will voluntarily adjust their character or they won't but at least everyone is aware of the hurdle.
I'd reinforce the idea that you all are playing together. Sometimes the GM is playing the foe, and is creating the obstacles the party will come up against, but that the GM is not playing against the players.
@@Roll4Initiative definitely! I think what I failed here as a new GM years ago was that I didn't foster the idea of teamwork. I didn't define that so a lot of my players played like they were in your usual Action RPGs.
Less about balance but skills get duplicated a heap as there are clearly some better than others. On a side note I still think skills should be divorced from abilities entirely.
Great take on this! I may have to borrow that healing tick idea 🪲🩹😄
Feel free to borrow! Still not sure if it's genius or a cursed idea. Or both!
@@Roll4Initiative - and that's what makes it awesome!