| Bling Bling |
Here's the task. You're getting ready to start a new campaign with four other players plus the DM. Assuming everyone is an experienced player and you're in for a serious campaign, what kind of party would you and the other players 'design' to be ready for anything...hopefully?
I have only the PHB, but from that I'd choose:
Dwarven Barbarian
Human Bard
Dwarven Cleric
Halfling Thief
Elven Wizard
Not too original, but not too bad. The DM also will provide one npc to fill in gaps if needed, so I expect this group may need a man-at-arms type. What would you choose?
Fatespinner
RPG Superstar 2013 Top 32
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I've actually done this before in a Forgotten Realms game. I have ASSIGNED race/class combinations to people and it worked out fantastically (not to mention it became one of my most famous and well-loved games to date). I even assigned their alignments and deities but they could take the information I gave them and create the personality however they wanted. This is what we had:
NG Human Fighter
NG Human Cleric of Lathander
CG Elven Ranger/Wizard
NG Dwarven Rogue
The fighter eventually picked up the Weapon Master PrC from Sword and Fist, the Cleric went for Radiant Servant, the Ranger/Wizard became an Arcane Archer, and the rogue.... stayed a rogue! This campaign spanned from level 2 to level 20 and took a couple years to finish. Awesome, awesome campaign.
| Ender_rpm |
Sorry, but that many clerics just gets old. By the time they are any good to nayone after buffing, the rog and wizzy are dead, and at leats one of them needs the other one ot heal them :)
Played the other night with
Elf Cleric (me)
1/2 Orc Barbarian
Halfing Rogue
Gnome wizard
There's a reason the "core four" exist :)
| Istari |
well you could create the party using classes that accomplish more than one this such as the paladin and ranger they both accomplish the fighter part pretty well, paladin also works as a secondary cleric
just something to think about
Paladin - for healing and fighting
Wizard - instead of the sor for flexability
Monk - Just because they dont need much to get the job done not to mention that it helps out the paladin
then
Rouge, ranger, or bard
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looking to start a game in vegas
email me stevenruzena@yahoo
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Fake Healer
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I am letting the whole ROGUE/ROUGE thing go because Istari is new here....
My thoughts on an ideal 5 player party is
Beguiler-trapfinding and sneaky magic
Duskblade-light fighter/evocation artillery/massive magical melee damage dealer
Cleric (ranged oriented)- provide ranged support/healing/undead controller
Dragon Shaman-High hit-point meatshield/special powers for various situations
and either a Metamagic Sorcerer or a Specialist Wizard (doesn't really matter what school to me)- gotta have a pure arcanist, I would lean towards the wizard myself for versatility, and lose illusion and enchantment schools to specialize in something else because the Beguiler will have those covered fairly well.
My 2
FH
Doug Sundseth
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I am letting the whole ROGUE/ROUGE thing go because Istari is new here.
Your standards are slipping, man. Firm and consistent discipline is key to raising a well-behaved poster.
Well, that and a really nice frame (tacks or Blutac are, well, tacky) -- and maybe a blacklight, but that might be a bit '70s.
For Istari: None of this is intended as an attack; you've just stepped smack into a running joke/pet peeve here.
For future reference: Rouge, when properly applied over an appropriate base, heightens the color of the cheeks and gives a +1 to Charisma. On the other hand, a Rogue is a scoundrel or a member of a D&D base character class.
Remember, don't give a shortsword to rouge, it doesn't have that weapon proficiency, and don't complain if smearing a Rogue on your face doesn't turn out quite as you might prefer.
| Duchess DragonLady |
In my opinion the best group will have
2 fighters
1 mage
1 cleric
1 rogue
If you can only have 4 people then loose one of the fighters but the rogue should have some weapon skill and a fighting cleric (even if they can only use a quarterstaff) is also a great addition. My GM abhors Bards so I don't have a lot of exposure to them and if we don't have a rogue then the fighter is usually a ranger.
| Jeremy Mac Donald |
In my opinion the best group will have
2 fighters
1 mage
1 cleric
1 rogueIf you can only have 4 people then loose one of the fighters but the rogue should have some weapon skill and a fighting cleric (even if they can only use a quarterstaff) is also a great addition. My GM abhors Bards so I don't have a lot of exposure to them and if we don't have a rogue then the fighter is usually a ranger.
This is very close to what my players are likely to come up with in my games as well. You can play around a bit with these classes - so a Ninja is pretty much as good as a rogue and a Barbarian could replace the fighter but essentially you want to fill out these basic slots.
I think if your DM is out to kill you this is pretty close to the ideal. at higher levels you may be able to swap out the 2nd fighter for something else as, by this point, the Mage should be fairly capable of taking care of themselves and bruiser monsters and monsters by the dozen are less and less of an issue when compared to things like death touches and mass implosion and such like.
| Jeremy Mac Donald |
well you could create the party using classes that accomplish more than one this such as the paladin and ranger they both accomplish the fighter part pretty well, paladin also works as a secondary cleric
just something to think about
Paladin - for healing and fighting
Wizard - instead of the sor for flexability
Monk - Just because they dont need much to get the job done not to mention that it helps out the paladinthen
Rouge, ranger, or bard
Not enough healing, IMO. One really ought to have a cleric along. A Paladin is just no substitute. I think a Paladin makes an excellent class in a 5 person group where his or her fighting abilities allow him/her to support the warrior while s/he can supplement the cleric with healing but lay on hands just does not cut it if the monsters are really laying the smack down on the characters. Also a Paladin is not comparable to a fighter in terms of sheer combat prowess. Not enough feats and usually the Paladins stats are spread a lot thinner. The Fighter has 18 strength - Paladin probably has 14. Of course s/he has 14 Charisma as well while the Fighter has an 8 for Charisma.
| Lawgiver |
The whole "2 Fighter, 1 Mage, 1 Rogue, 1 Cleric" thing is ok, but that's mostly for longer term stuff that requires a group than can respond reasonably well to most situations. What if the group is doing something more specific and of shorter duration? The party should be built to meet the challenge.
Years ago I ran an adventure requiring the whole party be be dwarves. Class didn't matter, just the race.
Then there was the time I ran an all-thief party. Race didn't matter, but they all had to be thieves because of the mission.
It depends on what you're doing. I don't think there is a "Perfect" mix. If there were, someone would have figured it out by now.
| Istari |
I am letting the whole ROGUE/ROUGE thing go because Istari is new here....
My thoughts on an ideal 5 player party is
Beguiler-trapfinding and sneaky magic
Duskblade-light fighter/evocation artillery/massive magical melee damage dealer
Cleric (ranged oriented)- provide ranged support/healing/undead controller
Dragon Shaman-High hit-point meatshield/special powers for various situations
and either a Metamagic Sorcerer or a Specialist Wizard (doesn't really matter what school to me)- gotta have a pure arcanist, I would lean towards the wizard myself for versatility, and lose illusion and enchantment schools to specialize in something else because the Beguiler will have those covered fairly well.
My 2FH
well i believe your selections are great i would of probably of gone the same route but i was under the impression that it was pure base classes from PHB 1 thats it.
i have recently been going through and making fast play characters and if you didnt know how many classes there are there are a total of 21 that i know of, sooooo with that many options there is so much open for speculation
what was with the Rouge / Rouge thing enlighten me because thats the only way i could learn if someone lets me in on it
Gavgoyle
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ok so im illiterate sometimes but do take into consideration that i just got out of the USMC whereas the only thing i really did for 4 years is blow stuff up. but im trying to get my mind back up to speed.
Don't fret it, man. We all get finger-twisted now and then or forget to pay attention to the fact that what we are thinking and typing don't always add up to the same thing. Fakey is an absolute harpy on the Rogue/Rouge thing. It's his greatest pet peeve . . . aside from Heathenson (another wonderful member hereabouts). He's just ridin' ya a little.
| The White Toymaker |
Ok, assuming that only the PHB is available, I'd have to go with a Halfling Bard, a Human Ranger, an Elven Rogue, a Gnome Cleric, and a Dwarven Wizard. The Halfling can stand back and throw rocks while telling stories about when they went out to old man Jenkins' farm and threw rocks at the crows, the Ranger can get into melee alongside the Rogue (and both can be two weapon fighters and actually gain benefit from the feats, if they're fighting the right types of creatures), the cleric will be hard to hit (and better able to take one) than would be a human, and the wizard won't lose a single night's sleep over the penalty to his charisma, considering the reams of abilities that dwarves get.
The other thing this party has going for it is loads of skill points. The Cleric is the only one who has an excuse to have less than five skills points per level at startup. Assuming that "doubling up" is kept to a minimum -- with the Bard covering more social skills and coordinating with the wizard to make sure they have complementary knowledges, you should have a decent chance of knowing what you're facing. Also, if the Rogue has Use Magic Device, the Wizard will be the only person in the party who can't use a Wand of Cure Light Wounds.
If we're not restricted to the PHB, my "ideal party" would make an inexperienced group of players stare vacantly for about fifteen seconds before they began to cry.
| d13 |
I am not that proficient in Knowledge: Supplement, so perhaps it is a term of ignorance that I feel it is hard to beat the Four Core classes for a beginning group. And thus, perhaps ignorantly, I would lean towards Bard as the fifth member, perhaps only because it says so in the PHB. the bard is perhaps the most useful fifth character to consider adding. . .
Eh, so I'm unoriginal.
Most of the groups that I run have a smaller number of players though. And for a two person group, the bard and paladin are a pretty great combo. I have these two in my current campaign and they have been fun to write adventures for. They've all the bases covered - albeit somewhat thinly.
And the difference in alignment, having two good roleplayers, has been fun to deal with.