Is an "all caster" party feasible?

Thurbane

First Post
A quick question for debate:

Is a party consisting entirely of spellcasters going to be "fully functional" in the typical series of D&D adventures, or are they going to be sorely affected by the loss of warrior types and rogues?

I guess this is a question in two parts - core only, and all expanasions included. In a core only game, casters will only include bard, cleric, druid, wizard and sorceror; in an expanded game, it will obviously encompass such diverse classes as hexblades, duskblades, archivists, favored souls etc.

Debate, discuss - T ;)
 

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In SRD only it's somewhat difficult to survive early levels without a tank and a character with trap sense but it's not a hopeless cause.

Using full expansion classes then it becomes relatively easy task, a party of wizard(sorceror or warmage would work as well), cleric, beguiler, duskblade would be a highly effective party and would give the party the potential of 3 spellcasters capable of casting 9th level spells later on in the game which is pretty damned impressive.
 

Druids make better fighters than the fighter.

Skills are going to be a problem, although once you get a wand of knock you'll feel the lack of a rogue less.
 

4 divine casters?

Yes, certainly. 4 clerics or druids can pretty much cover all the bases.

4 arcane casters? Bit more tricky.
 

At low levels, it's a bit tough.

At higher levels, you can do all arcane casters, and just have everyone fireball the enemy on round one. Initiative is key.
 

Absolutely. Especially if you allow classes like the artificer. spell thief, and psiwarrior.

However there will be some play difference. Your tanks (Druids, Duskblades, Binders, Psiwarriors, Clerics (Rangers & Paladins?)) have fewer hit points and/or lower AC and will need more immediate healing support. Also with the prevelance of buffs the party will do much, much better with a few rounds of warmup before combat than they will when surprised. An encounter that's a cakewalk with preparation might be deadly as an ambush.

Also there will probably be a greater tendency to do one or two fights and retreat for the day.
 

If you count minor casters (paladin, ranger, hexblade, lurk, divine mind) and tweaners (spelltheif, bard, beguiler, duskblade, artificer, psi warrior, ardent) then it's not even difficult for an all-caster party to survive.

Heck, it's not difficult for an all-cleric or all-druid party to survive.
 

Sejs said:
4 arcane casters? Bit more tricky.

Doable, though.
Bard or wizard/sorcerer with Arcane Disciple for healing.
Spellthief or Beguiler for sneaky.
Duskblade or Hexblade for melee.
And wizard, sorcerer, or warmage for the blaster.
 

Casters Like Totally Win D&D

Druid, Cleric, Wizard, and a Cloistered Cleric.

Cleric's domains are War and Travel, Cloistered Cleric's domains are Good, Magic and Knowledge.

- - - - -

Alternate party (that would also win D&D):
Duskblade, Cleric (War and Travel), Abjurer / Master Specialist / Initiate 7 Veils, Druid

Cheers, -- N
 

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