Your "Ideal" Party of Four?


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I remember several discussions about "single-class" parties (all characters have the same class, with or without allowing multiclassing), but just a few mentions of party composition in threads about character roles.

I'm a little bored at the moment, so I decided to ask what other people think is their "ideal" party of four characters for PF1e, without using third-party options, for a "typical" campaign (non-monstrous communities, primarily evil foes, etc.)?

I'll start with mine:

- Fetchling (Gloom Shimmer and Shadow Magic alternate traits) ranger (guide) 1/wizard (exploiter; take School Understanding [Admixture; Versatile Evocation] at wizard 1st and Quick Study at wizard 5) 6/eldritch knight 2/arcane archer 3/eldritch knight +8 with the Magical Knack (Wizard) trait;
- Half-elf (Fey Magic [Forest; aspect of the falcon], Fey Thoughts [Climb, Use Magic Device], and Weapon Familiarity alternate traits) oracle (spirit guide; Wood mystery) 8/deadeye devotee 2/oracle +3/deadeye devotee +4/oracle +5 leveraging the elf alternate favored class bonus to boost Wood Bond for the first 12 oracle levels and then the human favored class bonus for the extra spells at oracle 13th-16th;
- Half-orc (Scavenger and Toothy alternate traits) druid (river druid; Crocodile domain) 20, variant multiclass rogue with the Vagabond Child (Disable Device) trait;
- Human (Heart of the Fields [Craft/Alchemy] alternate trait) fighter (mutation warrior), variant multiclass barbarian with Combat Expertise, Fast Learner, and Improved Trip at 1st level.

Silver Crusade

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I'd love if a party agreed on a theme for class selection.

Druid's Circle
Druid
Shifter
Ranger
Hunter

Magic Academy
Magus
Wizard
Witch
Occultist

Champions Divine
Cleric
Inquisitor
Paladin
Warpriest

Ultimate Intrigue
Investigator
Rogue
Swashbuckler
Vigilante


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Archeologist bard, inquisitor, magus and warpriest would be my choices.

All characters are medium BAB classes with 6/9 spell casting and good fortitude and will saves. You get two arcane casters two divine casters, two spontaneous casters, two prepared casters, two skill monkeys, ¾ of the party has some access to healing and can at least use wands. If the inquisitor takes the right inquisition, you also have two face characters.


I find myself in agreement with the Dudemeister. With so many four player combos possible, I want a theme or some other prompt. The tyranny of the blank page overwhelms me.

If there isn't a theme, then I'm probably waiting to see what others are building, then comparing them to the "classic" four person party and looking to fill the holes as I perceive them. I usually also find some theme along the way, even if it's just my own mental projection on the group's composition.

Since even with standard rules most classes can fill multiple roles/jobs, I'd need to know more than just classes, though I might make some default assumptions.

I'd assume a Barbarian is a combat/damage focused character, but they could theoretically be a face, a skill jockey, or a battlefield controller, for instance.

I tend to default to the four elements, terrains/movement types, power sources, or maybe TMNT/Golden Girls. Of course, I'm also an odd numbers guy. If I'm imagining teams of my own, it's almost always groups of 5, 7, or 3.


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Dragonchess Player wrote:

I remember several discussions about Wacky Flip "single-class" parties (all characters have the same class, with or without allowing multiclassing), but just a few mentions of party composition in threads about character roles.

I'm a little bored at the moment, so I decided to ask what other people think is their "ideal" party of four characters for PF1e, without using third-party options, for a "typical" campaign (non-monstrous communities, primarily evil foes, etc.)?

I'll start with mine:

- Fetchling (Gloom Shimmer and Shadow Magic alternate traits) ranger (guide) 1/wizard (exploiter; take School Understanding [Admixture; Versatile Evocation] at wizard 1st and Quick Study at wizard 5) 6/eldritch knight 2/arcane archer 3/eldritch knight +8 with the Magical Knack (Wizard) trait;
- Half-elf (Fey Magic [Forest; aspect of the falcon], Fey Thoughts [Climb, Use Magic Device], and Weapon Familiarity alternate traits) oracle (spirit guide; Wood mystery) 8/deadeye devotee 2/oracle +3/deadeye devotee +4/oracle +5 leveraging the elf alternate favored class bonus to boost Wood Bond for the first 12 oracle levels and then the human favored class bonus for the extra spells at oracle 13th-16th;
- Half-orc (Scavenger and Toothy alternate traits) druid (river druid; Crocodile domain) 20, variant multiclass rogue with the Vagabond Child (Disable Device) trait;
- Human (Heart of the Fields [Craft/Alchemy] alternate trait) fighter (mutation warrior), variant multiclass barbarian with Combat Expertise, Fast Learner, and Improved Trip at 1st level.

For my ideal party of four, I’d go with a balanced mix: a fighter for frontline defense, a wizard for versatile magic, a rogue for traps and stealth, and a cleric for healing and support. This setup covers combat, utility, and survivability, making the group well-rounded for any adventure.

Silver Crusade

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Three great friends and a min/mixer who tries not to over do it!!!

Or a bardy bunch with different versions of bardic performance: Georgius, Ringus, Iohannis, Paulus!


Quintessence Quartet at 7th
"Where there's a spell there's a way!"
1) race(tiefling, halfelf, human, halforc) Oracle 1 Paladin with bodyguard 6.
2) race(aasimar, human) monk-flowing 2 wizard-diviner(BO amulet, SplFcs evok, etc) 5.
3) race(human, halfelf, etc) cleric-varisian pilgrim 1 wizard-ench manip(BO amulet) 6
4) race(human, samsaran, aasimar, etc) cleric-varisian pilgrim 1 wizard-evok admix(BO amulet) 6


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Ideally, I like for all ability scores to be covered by at least one party member’s primary or secondary scores. Going through an adventure without a wisdom or intelligence character can be a real pain, but you will even come across challenges desiring high constitution. This often gets fulfilled by random chance, but I’ve seen low strength and wisdom parties before and it’s tough.

Race is mostly only important for making some niche builds come online earlier. As long as you aren’t taking penalties to your primary and secondary ability scores, you should be ok.

Less necessary, but being able to use most equipment is nice to have. I’ve seen so many suits of full plate turned to vendor trash just because no one can use it. It’s almost a running gag in the APs to give you some really nice pieces in the very early adventures.

My random picks that could change tomorrow:
1) Dwarven fighter. Go full dwarven weapon familiarity and use a dwarven long axe and dwarven boulder helmet to threaten both 5 and 10.
2) Elven druid. Use nature fang and eagle domain for great ranged accuracy. Fey form spells are great for this
3) Human arcanist. Use occultist archetype to bring spell utility and helpful summons.
4) Gnome Oracle. So many great combos here. Pei zin can cover a lot of healing needs. Mystery could be any good one, with heavens maybe filling out the team the most.

Edit: check with your GM first to make sure dwarven longaxe is allowed with a weapon group. That’s an oversight, and many will let you use it as either the axes or polearms groups. If not an option, consider dual wielding waraxes


Tha Ranged Assault at 7th
"O.K. corral them varmits up!"
1) Race(human, halfelf, tiefling, halforc), Swashbuckler 2, Gunslinger-Musket Master 5.
2) Race(human, halfelf, tiefling, halforc), Swashbuckler 2, Gunslinger-Pistolero 5.
3) Race(suli, ifrit, halforc), Bard-Dawnflower Dervish 2, Gunslinger-Pistolero 5.
4) Race(human, aasimar), Cleric-Varisian Pilgrim 1, Bard-Dwarven Scholar 6.
and yes, they all have War-trained Adv Horses for movement or cover...


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DM_aka_Dudemeister wrote:
I'd love if a party agreed on a theme for class selection.

To be honest, one of the reasons I kept the campaign description "generic" was to make sure the "ideal" party would cover all the bases instead of being a more "specialized" configuration focused on a single type or narrow range of foes/scenarios. "Undead and fiends? Lots of channel energy, favored enemy, and smite evil;" "frozen North? Everybody concentrates on fire-damage;" etc.


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Melkiador wrote:
Ideally, I like for all ability scores to be covered by at least one party member’s primary or secondary scores. Going through an adventure without a wisdom or intelligence character can be a real pain, but you will even come across challenges desiring high constitution. This often gets fulfilled by random chance, but I’ve seen low strength and wisdom parties before and it’s tough.

Yes.

Note my "ideal" party has a (very! +8 alchemical bonus from mutagen and +6 morale bonus from rage by 20th) Str-focused fighter (with some investment in Con, as well), an Int-/Dex-focused caster/archer wizard (minor illusion focus), a Wis-focused caster/flanker/locks and traps/shapeshifter druid (with some Str- and Dex- investment), and a Cha-/Dex-focused caster/archer oracle. BAB for the characters ends up at +15 (druid, but with +7d6 Sneak Attack), +16 (oracle, but with a +5 competence bonus when using weapons made of wood; explicitly including bows), +17 (wizard), and +20 (fighter). 9th-level spells for all three casters using the cleric/oracle, druid, and sorcerer/wizard lists. The oracle can use the spirit guide's ability to gain a wandering spirit to gain (Life spirit) channel energy when needed.

Basically, they should be able to handle just about any type of enemy or scenario. Unless the GM resorts to fiat or over-powered CR encounters.


I don't know the rules for Spellcrafting, specifically as it pertains to spell research, making new spells, or converting spells from other class lists. Depending on how much of that can be done RAW, albeit at great expense, versus what requires house rules and GM fiat, determines wether or not the following group would work.

All the things:
-- A fighter taking feats, traits, or multiclass to gain All weapon proficiencies, able to use All weapons, armor, shields, equipment
-- Some Bard/Investigator/URogue combo, Intelligence based for all skills
-- Some Brawler/Inquisitor/(Monk?) combo for all combat and teamwork feats. I don't know of any theoretical access to all feats
-- Arcanist or Wizard with enough time and resources to Spellcraft All spells in the entire game as Arcane. Unless there's a way for a Cleric to pray their way into All spells.

On a different tack, Powerful supernatural ability all day:
-- A kineticist for all day blasts outlasting any blaster caster
-- A druid eventually having all day shape shifting with huge versatility
-- Either a Witch or Shaman for all day hexes, many of which scale
-- A Summoner or Spiritualist for the all day Eidolon or Phantom

I realize anti-magic screws this group hard, but if they plan ahead for work around, this group always has something more than the mundane to bring to the table. I specifically ignored cantrips/orisons/knacks because while they are inexhaustible, they're quite miniscule in effect at higher levels. (Some exceptions of course).


Campaign criteria: is Variant Multiclassing(VMC) allowed? It is a NO in Org Play and with some experienced GMs. Certainly the CORE guys will be up in arms... the option is to multiclass in a standard fashion.


It is a Game with various (limited) strategies for participants (GMs and Players). This is why Game Theory is very applicable. For given challenges/situations there are optimal strategies to win. Whether the PCs can realize and then access/use them is a different matter.

Antimagic or high SR is just a different challenge. It's easily surmounted by clever mid-high level arcane casters who have various tricks prepared(spells, scrolls, BO and decent spellbook, etc. Many Conjurations have SR:No.). You're just thinking of direct combat which relies on high BAB PCs doing massive damage and inflicting conditions through abilities & feats.

This was also evident in a scenario at GenCon where a "killer" author put two symbols next to each other as a nasty trap. Humorously one was a Grtr. Dispel Magic which would affect the other symbol. Sometimes you wonder if these things are playtested or if the playtesters are asleep or just plain unaware.


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Azothath wrote:
Campaign criteria: is Variant Multiclassing(VMC) allowed? It is a NO in Org Play and with some experienced GMs. Certainly the CORE guys will be up in arms... the option is to multiclass in a standard fashion.

Respectfully, organized play is a specific type of campaign and not "generic." Ditto for house-rules like Elephant in the Room.

The only restriction is not allowing third-party material, not "a limited selection of Paizo options."


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Regarding anti-magic, that is one of the reasons why all four characters in my "ideal" party can contribute via weapon-combat. At higher level play, the wizard (via arcane archer's Imbue Arrow) can even shut down enemy casters with an imbued antimagic field on an arrow and then attack them using Rapid Shot, Clustered Shots, or Manyshot when their magical protections get suppressed...

One other big reason is to reduce the "need" to for casters to cast spells every round in combat or feel useless; or if they encounter magic resistant foes (of which golems can be very difficult if casters don't have weapon combat to fall back on).


Dragonchess Player wrote:
Azothath wrote:
Campaign criteria: is Variant Multiclassing(VMC) allowed? It is a NO in Org Play and with some experienced GMs. Certainly the CORE guys will be up in arms... the option is to multiclass in a standard fashion.

Respectfully, organized play is a specific type of campaign and not "generic." Ditto for house-rules like Elephant in the Room.

The only restriction is not allowing third-party material, not "a limited selection of Paizo options."

I get the objection to PFS. It is a Paizo sanctioned and supported campaign. Since Paizo prints the PFS rules it is in a unique position. I'm careful with how I present it or what use it is to Home GMs.

My Home Game experience is I've seen 3rd party used but VMC specifically excluded. VMC is like many of the optional/alternate rules for Horror, Hero Points, autoscaling equipment. Some Home GMs use it some don't. So it's like PFS in that respect for Home Games. Campaign{PF1}/Adventure{PF2} mode allows players to get PFS credit for Home Games where they follow most of the PFS rules. "Elephant in the Room" is a Homebrew Game option.

You were obvious with the VMC usage and I'm pointing that out. Sometimes it's a Yes, others No. That was it really. Is that a "typical" game? IDK. We all think what we do or experience is typical.

VMC
... It is probably a good idea to use either this variant system or normal multiclassing, but it’s possible for the two systems to be used together. In a game using both systems, a character can’t take levels in the secondary class she gains from this variant.

Sovereign Court

"Ranger" Elf Psychodermist Occultist
"Rogue" Nature Fang Druid VMC Cavalier(Order of the Blossom)
"White Wizard" Shaman / Pathfinder Field Agent 1 (life base spirit, lore wandering, FCB, etc to add spells to list)
"Barbarian" Dreamstalker Mesmerist 4/Bloodrager X

"Ranger" Psychodermist to get Favored Enemy against whatever you have a trophy of, and steal spell-likes/monstrous physique abilities from other trophies. I like an Archer version, but it's a bit feat intensive and the BAB falls behind unless you go Trappings of the Warrior. However, I like Mage's Paraphernalia instead, as you can pick up Sense Vitals, Ricochet Shot and Named Bullet from a Wizard's spellbook. It also gets 1/4 focus in the panoply to all knowledge checks, Psychodermist additionally gets 1/2 level to monster ID, and Fey Obedience(Magdh) for another +4 to all Int checks (and 2 traits to convert things to Int). If you don't mind going with just PBS/Precise/Rapid Shot instead of the full Archer suite, you can lean into Combat Stamina/Kirin Style/Strike for Int to damage with all your shots, though a bit Swift heavy. Likely needs Training enchant and a Deep Red Sphere Ioun Stone for Improved Unarmed Strike to get everything going before mid teens. Elf for the FCB of course. Currently playing a version of this.

"Rogue" Nature Fang with VMC Order of the Blossom gets a good amount of sneak attack, and would typically go Crocodile Domain for a bit more. However, in this party, I think an actual AC is the way to go to provide a mount for Hammer. At later levels, Challenge + Studied Target is effectively +11 to the Druid's spell DCs on a single target so something like Baleful Polymorph is almost guaranteed to land.

"White Wizard" is the Shaman that (ab)uses Arcane Enlightenment to swap spells everyday, and a level in Pathfinder Field Agent to get a Rogue Talent for Wisdom-based Ki Pool with only a single level dip. Then Ki Channel and Tea of Transference to convert both into more Spell/Channels/Ki. At least Minor Creation from Arcane Enlightenment every day, so the Tea of Transference is effectively free(maybe, it's an alchemical remedy but also described as green tea) and can be recharged itself at 12.

"Barbarian" Dreamstalker is going for Vital Strike Vital Strike/Furious Finish/Gorum's Swordmanship/Spirited Charge(eventually) to just do like 200 damage in a standard action every round. It also gets the Slumber hex at level 1, so low levels until Vital Strike comes online it does the whole Slumber and Coup de grace with a scythe a couple times per day. But mostly Dreamstalker is there as an option to self-remove Fatigue as a swift action with Touch of Night(touch treatment), and to not have alignment problems with Gorum (which a Paladin would). Could just do 3 levels of Mesmerist, but 3->4 doesn't lose any BAB, gets +1 to all saves, a Trick and 2nd level spells.

Grand Lodge

.
When I DM, I'd say the Classes I like to see the most are as follows:

Paladin
Wizard
Inquisitor
Ranger

I enjoy DMing all Levels of play, really PC-Power preferences go hand-in-hand with a particular Campaign. Low Levels for Ravenloft / High Levels for Planescape. You know. But overall, I guess may favorites are as follows:

16th Level, 6 PCs
3rd Level, 3-4 PCs
8th-12th Levels, 8-9 PCs


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Azothath wrote:

VMC

... It is probably a good idea to use either this variant system or normal multiclassing, but it’s possible for the two systems to be used together. In a game using both systems, a character can’t take levels in the secondary class she gains from this variant.

The two of my "ideal" characters that use VMC, the druid and the fighter, are single-classed... The oracle and wizard that use multi-classing and/or prestige class(es) don't. Granted, since they are both archers and casters they don't work well if they have to give up half their feats on VMC.


Dragonchess Player wrote:
... The two of my "ideal" characters that use VMC, the druid and the fighter, are single-classed... The oracle and wizard that use multi-classing and/or prestige class(es) don't. Granted, since they are both archers and casters they don't work well if they have to give up half their feats on VMC.

You do interesting things without common/usual mistakes which is why I read your posts.


FrankCharles wrote:
For my ideal party of four, I’d go with a balanced mix: a fighter for frontline defense, a wizard for versatile magic, a rogue for traps and stealth, and a cleric for healing and support. This setup covers combat, utility, and survivability, making the group well-rounded for any adventure.

Ditto.

I still play PF1e but I hardly post here anymore, in part because I can't answer a lot of questions. Parties described on these forums tend to use every sourcebook so I can't recognize them.


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For those that want to participate without using all the options on Archives of Nethys, just provide some context like DM_aka_Dudemeister did: Core only, organized play, "we only allow a, b, and c content/don't allow x, y, and z content." I'm just asking what people's "ideal" party composition would be at their tables.

This isn't a competition or "DPR Olympics." Although I do admit to a certain amount of optimization is probably required to sufficiently cover all the bases, I tried to set the conditions very broadly so that "one-trick ponies" and hyper-optimized "builds" for a narrowly focused campaign are not the obvious choices.


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Azothath wrote:
You do interesting things without common/usual mistakes which is why I read your posts.

Thank you.

PF1e is a pretty big toolkit to tinker with, although I've mostly moved on.

Tangent:
TBH, I will occasionally pull out my old AD&D 1st Ed, BECMI D&D, or AD&D 2nd Ed (including the Players Option books) rulebooks, even though it's unlikely I'll ever get the chance of playing a game using those systems. lol


Dragonchess Player wrote:
I’m a little bored at the moment, so I decided to ask what other people think is their "ideal" party of four characters for PF1e, without using third-party options, for a "typical" campaign (non-monstrous communities, primarily evil foes, etc.)?

Four players who like each other as people, have broadly similar senses of humour/red lines and all optimise to roughly the same level (or help each other build characters if they have different levels of system mastery).

Beyond that anything goes - someone who can get stuck in to melee, someone who can identify the monsters and someone willing to talk to NPCs are good options.


Dragonchess Player wrote:
This isn't a competition or "DPR Olympics." Although I do admit to a certain amount of optimization is probably required to sufficiently cover all the bases, I tried to set the conditions very broadly so that "one-trick ponies" and hyper-optimized "builds" for a narrowly focused campaign are not the obvious choices.

This just sounds like "optimizing fun", which simply doesn't work. I think your very premise is inherently faulty.

Not only is the ideal party one where everyone has fun, I think the concept of "cover all the base" is wrong.
Do we play to have the easiest way? Do we play to never struggle? Do we play to never have to overcome (in-game) hardships? I sure don't! Overcoming challenges is what the game is all about, and needing to come up with creative solutions is a lot of fun, more fun than always having the perfect class feature to trivialize every difficulty you encounter.

The other aspect is that at least in a homebrew campaign, literally everything is adjustable. The GM can make the game hard for a party of optimized builds using every splashbook option there is and easy for a party of four commoners.

Those to go hand-in-hand. If no one in the party has access to flight (or airwalk), the GM doesn't have to use challenges that require flight. Of course, on the flip side, as a GM I can also use precisely such challenges, but use them as a starting point for a quest (to find a magic item, friendly NPC, or whatever) or to give the players a chance to find unusual solutions. That makes for a better experience than making it a "did you prepare Fly this morning" check.
For example, in my current campaign where I'm the GM, I outright told one of my players "you do not need to play a character with healing even though no one has much of that yet, I will provide other means if necessary". The player did end up playing an Oracle with healing capabilities, but if he hadn't then I'd have had the party find a magic item with daily healing. Or gone all the way and give characters outfight HP regeneration of some sort.

I believe the very idea of a pre-constructed party is bad for the enjoyment of the game. A little bit of communication to not step onto each others' toes too much is fine, but any sort of "we need A, B, C, and D" party building only lessens the fun.
Now, when it comes to premade campaigns, there are some things you want the party to do, but I still put 90% of that on the individual character building and not party-crafting. If you want to "do well" in such a campaign, build characters that are actually good. Indeed, not relying on the party members is exactly what you should do - for example, if you want to play a melee, make sure you're not useless against enemies not easily reachable. "We have a Wizard to take care of that" is the wrong thinking.
The "best" party is one where no one is too strong, no one is too weak, and everyone can contribute to most challenges. Many players seem to be scared of overlap, but redundancy is a good thing, both objectively (challenges are more reliably overcome) and subjectively (more people trying to fix a problem means more people are having fun).

A stereotypical "Fighter, Rogue, Cleric, Wizard" party is not a balanced party. It's one of the most imbalanced and worst-to-have party you can make. The only thing worse is if you force players to pick something that fits the (antiquated and all around terrible) mold instead of letting them play what they want to play. Never tell anyone "we need you to play an x". Ever. No, your party doesn't need an arcane caster. Nor does it need a healer. And literally no party ever needs a dedicated skillmonkey. And a tank isn't even a thing in this game.


Topically, without going overly complicated,

Gunslinger[Musket Master] 5/Paladin X for BBEG slaying,

Summoner[Spirit Summoner:Dark Tapestry spirit] for permanently slapping Advanced Template on your pouncy Eidolon starting at level 1,

Wizard, because*,

And plenty of valid options for the 4th slot.

*Happy to blather about why wizard is good to have. Feels unnecessary…


Fun is very subjective and transitory. It is the goal of this grand waste of time.
I think Campaign & GM set the strategy as to what will work best along with what the Players like to do and want to run.

I'll still toot my horn.
Quintessence Quartet at 7th
Tha Ranged Assault at 7th
are succeeding at overcoming more encounters (considering that 75%+ are combat) than the Classic Balanced Mix: Ftr, Wiz, Rog, Clr.

I did like;
bard, inquisitor, magus, and warpriest.

You could try (at 7th);
4 of; Bard-Chelish Diva 7, Oracle(War) 1 Paladin 6, Ranger 1 Monk-Zen Archer 6, Unch Summoner 7, (samsaran) Arcanist 7.


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Derklord wrote:
Dragonchess Player wrote:
This isn't a competition or "DPR Olympics." Although I do admit to a certain amount of optimization is probably required to sufficiently cover all the bases, I tried to set the conditions very broadly so that "one-trick ponies" and hyper-optimized "builds" for a narrowly focused campaign are not the obvious choices.
This just sounds like "optimizing fun", which simply doesn't work. I think your very premise is inherently faulty.

Not optimizing for "fun." Optimizing at least somewhat for breadth.

Speaking from (both personal and observed) experience, not having secondary (or even tertiary, in some cases) options when your primary option doesn't work (or is significantly reduced) can hurt the effectiveness of the entire party. Not just the individual PC.


Derklord wrote:

And a tank isn't even a thing in this game.

yes it is - it can be done typically 2 ways, someone with lots of AC, or someone with lots of HP.


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TxSam88 wrote:
Derklord wrote:

And a tank isn't even a thing in this game.

yes it is - it can be done typically 2 ways, someone with lots of AC, or someone with lots of HP.

He may be using the MMO terminology of tank as "drawing aggro." Not the original RPG terminology of a character with high defenses and causing high damage.


Yeah, it's not that hard to make a character very hard to kill. Drawing aggro is the hard part. Simply being first to enter a room should often help, especially against low intelligence creatures, but you can't contain everything.

An unexpected way to go about tanking is by being a tanky healer. Strategic enemies will go after healers first, so lean into that. Paladin 2/Oracle(life) X, will give you good defenses and draw plenty of aggro. Gnome is my favorite for this, as it gets a bonus to constitution and charisma, and the smaller size is a free +1 to AC. Even if the enemies should happen to ignore you as tank, you can still absorb the damage through life-link.

Note: You don't really have to dip into paladin for this. The extra hp, heavy armor and big bonus to saves are really nice, but not entirely necessary.


Dragonchess Player wrote:
TxSam88 wrote:
Derklord wrote:

And a tank isn't even a thing in this game.

yes it is - it can be done typically 2 ways, someone with lots of AC, or someone with lots of HP.
He may be using the MMO terminology of tank as "drawing aggro." Not the original RPG terminology of a character with high defenses and causing high damage.

welllll - I guess since we are discussing an RPG, then......


Dragonchess Player wrote:
Speaking from (both personal and observed) experience, not having secondary (or even tertiary, in some cases) options when your primary option doesn't work (or is significantly reduced) can hurt the effectiveness of the entire party. Not just the individual PC.

I'm not sure what you mean, because this sounds like a character build issue and not a team build issue.

If your Fighter is useless when an enemy is 10ft above ground, it doesn't matter whether the party is three other Fighters, or a Wizard, Zen Archer, and Gunslinger - it's a bad build either way.

I don't have an "ideal" party because to me the idea party is one where everyone brings a character they enjoy. Or hell, they can randomly pick a character out of a group of pregens. I had two players do that for my current campaign (with pregens I made), and both very quickly adopted the character as their own. Did that make for the most well-rounded party ever? No. But it's fun, and it actually makes the party feel more natural.

Azothath wrote:
the Classic Balanced Mix: Ftr, Wiz, Rog, Clr.

Can we please as a collective stop calling this outdated garbage "balanced"? It's not. It never was. It's literally one of the most unbalanced parties you could make.

TxSam88 wrote:
Derklord wrote:
And a tank isn't even a thing in this game.
yes it is - it can be done typically 2 ways, someone with lots of AC, or someone with lots of HP.

That's not a tank, that's a character that wasted a ton of resources on something that doesn't help the party 90% of the time.

While you could argue a tank as a build does exist, when people talk about what they need for a party, the mean tank as a role, and that cannot exist without a reliable way of making sure that character gets attacked.


The so-called classic party is sorely lacking in class features, and diversity. Each character has a clearly defined role, and no other character will be able to assist or backup that character.

Except for the rouge the classes have very few class feature. They are not totally absent, but they do not have much. Even the rouges class features are a bit underwhelming. Most of the other classes have more class features even when you limit it to the core rule book. Compared to the ranger or paladin they are extremely lacking.

All but the cleric has two poor saves and neither the fighter nor wizard have a primary stat that boost saves. The rogue has the worst saves, followed by the wizard. The fighter can come out a bit better because he can use a headband of WIS to give him a bit of a boost. The rogue is going to be the face of the party so will probably be using a headband of CHA.

When it comes to skills only the rogue has both decent amount of skill points and a lot of useful class skills. The wizard will have a decent amount of skill point due to INT, but other than knowledge skills and spellcraft does not have a lot of useful class skills. Both the fighter and cleric have almost no skill points.

Half the party has no magic ability so that means the cleric and wizard are the only sources of magic. There is no backup healer so if something happens to the cleric there is no way to get him up quickly. The best option would be for the rogue to max out UMD so he can use some magic items to get the cleric up in case of an emergency.

To recap ¾ of the party has at least two poor saves, most of the party has no skills, you have only one character that has any real combat ability. Half the party has no magical ability at all. There is only one character that can handle social challenges well, but that character is also handling all the scouting as well. That does not sound like a balanced party.


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Derklord wrote:

While you could argue a tank as a build does exist, when people talk about what they need for a party, the mean tank as a role, and that cannot exist without a reliable way of making sure that character gets attacked.

simple - be in front - be a threat, have tons of HP or AC.

it's not hard to do.

Way too many bad guys have just melee weapons, simply being in front is usually enough to "draw aggro".

But in table top RPG's drawing aggro is not the definition of Tank. Tanks can take a ton of damage, thus freeing up the healer to keep the rest of the party alive.

as for wasted resources, I disagree.

Derklord wrote:


Can we please as a collective stop calling this outdated garbage "balanced"? It's not. It never was. It's literally one of the most unbalanced parties you could make

NO - because it was and still is a very balanced party - it covers all of the potential encounter types in a classic style adventure.

Just because YOU don't like it, doesn't mean anything to the rest of us.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Derklord wrote:
Dragonchess Player wrote:
Speaking from (both personal and observed) experience, not having secondary (or even tertiary, in some cases) options when your primary option doesn't work (or is significantly reduced) can hurt the effectiveness of the entire party. Not just the individual PC.
I'm not sure what you mean, because this sounds like a character build issue and not a team build issue.

Hyper-specialized characters are a team build issue, not just a character build issue, because they force the rest of the party (or the GM) to cover for that character's short-comings.


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I really think covering for each other’s shortcomings is an important part of this game. Otherwise we’d all just have the same powers.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, no one character can do everything. However, if a character doesn't contribute except in a narrow range of situations then that hurts the group as a whole.

Like the stereotypical barbarian that dumps Int and Cha as far as possible for the highest starting Str and Con (and, yes some players still may not have them carry a ranged weapon at first). Other than smashing enemies in melee, what do they add to the party's capabilities?


So, I personally think the standard party of 4 is almost always going to lack something. There are, after all, 6 primary stats and everyone has to pay the constitution tax. Unless the stat distributions are generous people will have a hard time covering multiple roles.

So let’s cover what’s vital first.

You need 9th level level casting or a truck of gold for the scrolls you’ll need to UMD, and you’ll need both an arcane and divine caster, or at least access to their important spells. Even an especially generalist caster like a Lore Shaman probably will need additions casting back up. I’d argue you need 1.75 9th level casters. So you’ll probably need to double up. For example, a Warpriest and a Paladin can probably make up for lacking a cleric: though you’d still want a Wizard, Witch, Arcanist, or Psychic to handle the arcane side of things.

You’ll need a frontline and someone who can disable traps. Again, one person can’t quite cover the frontline though you’ll likely only be able to afford one trap disabler. Plus the whole host of skills a party needs.

I’ll think on this a bit and come up with my “solution” ; a way to jam 5 hats onto 4 heads.


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My issue with fighter/wizard/cleric/rogue, beyond core rogue simply being bad, isn’t that it’s not balanced or weak,

It’s that those seem like they should be generic classes for beginners, but they don’t play the way new players might expect and require more system mastery than most more recent classes. I.e., fighter doesn’t function as a tank, cleric isn’t a healing battery, wizard isn’t a damage powerhouse, and the core rogue is probably already dead. For experienced players tho, fig/cle/wiz/rog(unchained) would be great.


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Azothath wrote:

{edit} ...

I think Campaign & GM set the strategy as to what will work best along with what the Players like to do and want to run.

I'll still toot my horn.
Quintessence Quartet at 7th
Tha Ranged Assault at 7th
are succeeding at overcoming more encounters (considering that 75%+ are combat) than the {historical} Classic Balanced Mix: Ftr, Wiz, Rog, Clr.

I did like;
bard, inquisitor, magus, and warpriest.

You could try (at 7th);
4 of; Bard-Chelish Diva 7, Oracle(War) 1 Paladin 6, Ranger 1 Monk-Zen Archer 6, Unch Summoner 7, (samsaran) Arcanist 7.

Again, it's all very Campaign dependent as rules and challenges shift about with the campaign theme. I don't think there will ever be a single group of four builds that cover both the Campaign and Player system mastery/desires. So this thread is just filled with suggestions for groups.

For Example;
a CORE Campaign (CRB only) restricts PC choices. It actually contains some very good Class choices (and some poor ones). The real limitation is feats, equipment, etc.

a "typical" Campaign. Somewhere between above and below.

a Full Campaign (All Paizo source material) would have; Races: Aasimar, Nobel Drow, Yaddithian. Then Hero Points, Armor as DR, Called Shots, Wounds and Vigor, Siege Engines, Vehicles, Spellblights, Wordcaasting, Downtime Managers, Bargaining, Honor, Lineage, Reputation & Fame, Taxation, Mythic, Intrigue/Influence, Verbal Duels, Replacing Opposed Rolls, Horrific Madness and Cures, Harvesting and Trophies, Fractional and Staggered Advancement, Group Skills, Skill Unlocks, Variant Multiclassing, Revised Action Economy, Stamina, Wound and Disease Thresholds, Spell Alterations, Automatic Bonus Progression, Dynamic Magic Item Creation...

If you want to see what Paizo thinks, there's the Iconics and some OrgPlay PreGens and NPC Codex.


The cleric and wizard spell lists make a very nice class feature. I would not say either of those classes suffer from a lack of features.

Wizards really don’t suffer from a shortage of skills either. High intelligence means lots of skills.

Clerics do suffer from a shortage of skill points, but should have a passable Charisma score, so if you spend your points on diplomacy, and maybe a feat, the cleric can provide a “face” for the party.
I don’t go so much that way when I build a cleric though. Rather I would get perception as a class skill. Using a trait hopefully. Then taking the Alertness feat. Suddenly you are quite good at perception and sense motive. Just use the few skill points you do have on those two things.

At any rate, both of those classes should always be an asset to the group.


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ShroudedInLight wrote:

So, I personally think the standard party of 4 is almost always going to lack something.

And I think this is likely by design. Your party isn't meant to breeze through every challenge. There will come times where you have to seek out specialized magic items to get through challenges a different party comp may have no problem with.

Silver Crusade

Dragonchess Player wrote:
Yes, no one character can do everything. However

Been that player at the table more than once.

Still, it’s the group of friends that matters. Win or lose together, it’s the cohesion that makes an ideal party.


a few tubes of Crazy Glue really helps the players to stick together around the table... °-{8^0


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I just wanted to note I was asking about an "ideal" party of four, not the "standard" party of four.

The "standard" party of four is a bit of a relic from the 1st/2nd Ed AD&D days (with the "subclasses" of cleric, fighter, magic user, and thief). Plus, the "typical" party back then was usually six to eight characters instead of four.

Silver Crusade

Dragonchess Player wrote:
Plus, the "typical" party back then was usually six to eight characters instead of four.

I never knew that. When would it have been that tables slimmed down to 4 to 6?


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Oli Ironbar wrote:
Dragonchess Player wrote:
Plus, the "typical" party back then was usually six to eight characters instead of four.
I never knew that. When would it have been that tables slimmed down to 4 to 6?

When D&D 3.0 based the CR/encounter math around a party of four.

TBF, in 1st/2nd AD&D you pretty much needed at least five to six characters just to "cover the bases" in low- and mid-level play. Also, the minimum ability score requirements for the "subclasses" (and races, for that matter) made it difficult to qualify for certain characters other than the "standard" cleric, fighter, magic user, or thief unless using a generous generation method.

For smaller groups, it wasn't uncommon to have a player run two characters. Also, henchmen were not uncommon (there were no "cohorts" from the Leadership feat).


Quintessence Quartet at 7th
Tha Ranged Assault at 7th

Perform Four at 7th
"Everyone needs some martial ability!"
1) race(human, aasimar, tiefling) Oracle-Warsighted (Ancestor, or Battle) 1, Paladin (Kazutal NG Machete, Chaldira NG Shortsword, Erastil LG Bows, or Ragathiel LG Bastardsword) 6.
2) race(human, halfelf, ratfolk(only if 2+ party members are this race), dwarf) Wizard (Diviner, BO Amulet) 1, Monk-Zen Archer 6.
3) race(aasimar, samsaran, human, halfelf, tiefling, ratfolk(see above)) unch-Summoner 7. as Summoner isn't PFS legal
4) race(human, aasimar, etc) Bard-Chelish Diva 7.

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