| Post/Author/DateTime | Post |
|---|---|
| funnymanmike03-27-06, 07:40 PM | looking for suggestions to build a 1st level party wich has 6-7 players. using the 22 point buy system (basicaly LG ruleset) Race - Class - Feats Some ideas we had were, 2 cleric, 2 fighter, 1 wiz, 1 ranger 6 druids (wolf pets, bow focused) 1 fgt, 1clr, 1bbn, 1rog, 1rng, 1wiz (1brd) |
| Ameture Expert03-27-06, 09:02 PM | looking for suggestions to build a 1st level party wich has 6-7 players. using the 22 point buy system (basicaly LG ruleset) Race - Class - Feats Some ideas we had were, 2 cleric, 2 fighter, 1 wiz, 1 ranger 6 druids (wolf pets, bow focused) 1 fgt, 1clr, 1bbn, 1rog, 1rng, 1wiz (1brd) Well, if you ask me all 6 going for the same class could be in poor taste, and maybe a bit dumb. I feel that each of you going for something differnt would be good, although 2 clerics and 2 fighters can be done as long as there are noticable differences. Ameture Expert Votes you go: 1 Fighter, 1 Cleric, 1 Barbarian, 1 Rouge, 1 Ranger, and 1 Wizzard. |
| darth_borehd03-27-06, 09:08 PM | looking for suggestions to build a 1st level party wich has 6-7 players. using the 22 point buy system (basicaly LG ruleset) Race - Class - Feats Some ideas we had were, 2 cleric, 2 fighter, 1 wiz, 1 ranger 6 druids (wolf pets, bow focused) 1 fgt, 1clr, 1bbn, 1rog, 1rng, 1wiz (1brd) What is the LG ruleset? I would say you should structure it like this: 1 fighter or paladin, 1 ranger or monk, 1 cleric, 1 sorcerer or wizard, 1 rogue, 1 bard or druid |
| allenchan03-27-06, 09:15 PM | Lg = Living Greyhawk. Which, by the way, is 28 point buy. 22 just makes me cringe. |
| strumbleduck03-27-06, 09:37 PM | I agree. A 22 point buy is just disturbing. |
| ehrin03-27-06, 09:41 PM | i agree with the others, spread out the skills: Paladin, Ranger, Cleric, Wizard, Rogue, Bard Fighter, Monk, Cleric, sorcerer, rogue, bard fighter, Monk, Wizard, Rogue, druid, cleric or something along those lines. With a 22 point buy, it could suck to be a paladin or monk, that's for sure. |
| Pangeon03-27-06, 09:45 PM | I'd go with something like this... (1 each) Barbarian, Psionicist, Spellthief, Rogue, Cleric, Sorcerer. For a well rounded party. Or, a stealth oriented party like... Monk, Ranger, Spellthief, Scout, Rouge (2) Have 1 rogue specalize in Cha based skills (esp. UMD- Wands of CLW are key,) one in rogueish things like Open Lock, etc. Whole party maxes out Move Silently and Hide, you lose *some* versatility, but still have an AWESOME specialized group that's pretty good at everything. I'd love to play a party like that. Ahh, the possibilities... |
| blackjackg03-27-06, 09:56 PM | For six characters, the best party build is: Fighter Melee specialist. It's ok to have a lot of ranged combat, but you need at least one to engage hand-to-hand to keep the monster from going after casters and rogues. Aka Meat Shield. Cleric Face it, everybody needs some healing sometimes... Support Caster A mage or a sorcerer. They can take out hard to reach enemies and buff up other characters. Skill Monster A rogue is best. Rangers and bards are also good choices. This character specializes in doing all the non-combat things that no one else can. It's good to have this character speciaize in ranged weapons, so she can stay out of danger but still contribute in combat. Secondary Warrior A fighter, paladin, ranger, barbarian or monk. This character can be another meat shield or a specialist in other styles of combat: ranged, surprise, whatever. Secondary Healer A cleric, bard, druid or paladin. This character should be able to help the primary healer when the triage work gets too heavy, but should have other skills for when H1 has it covered. A bard is probably the best choice. The seventh character is pretty much a free-for-all. My personal favorite would be: Secondary Skill Monster Another rogue, bard or ranger. This one can concentrate on different skills, or serve as a backup in the likely instance that the first rogue gets killed, arrested or stolen by a dryad. |
| Krug_the_smasher03-27-06, 10:16 PM | All Dwarves. 2 Dwarf fighter, 2 dwarf Cleric, 1 Dwarf wizard, 1 dwarf rogue. Dwarf Wizards are actually a good idea, although nobody ever thinks of it. They have no problems with any ability scores, and have a +2 con, without being small. Dwarf rogues are good too for the same reasons, and they get bonuses to search when in dungeons. And as for the fighers and clerics, we all know why they rock. |
| Aminar03-27-06, 10:17 PM | 1 Psychic Warrior, at 1st level they have huge HP possibilities.(19 or so) Tank 2 Rougue or Scout Skills/ Harraser 3 Cleric or Druid Healage 4 Barbarian Tank 2 5 Ranger or Bard Harraser/support 6 Wizard/ Sorc Buffing, and magic Missiles 7 Secondary Healer of some type. |
| darth_borehd03-27-06, 10:22 PM | To put it in more generic terms you need 2 tanks or up-front melee fighters 1 artillery nuker (somebody who casts destructive magic) 1 primary healer 1 sneaky-type for traps and recon 1 archer type with a range attack who can be a backup healer or fighter |
| Mitchell03-27-06, 11:47 PM | With only 22 points? Fighters, maybe barbarians. barbarians can be decent, but they will want a little more dex than the average fighter, so that can be a downside. Clerics or druids, though personally I prefer clerics (and their healing is more reliable). Rogues. Wizards or sorcerers. Wizards will benefit from more skill points, and more skills. Paladins, monks, rangers, and even bards, to an extent, are hurt by the lack of points, and I feel are best left behind. With seven of you, I would go with a couple of fighters, two divine casters, one of whom should be a cleric, though both could be, a rogue, and an arcane caster. That leaves one slot for another character, and I would recommend another rogue, though another arcane caster could provide some more flexibility at that position. Note that I'm going core only. I haven't had much of a chance to read up on psionics, so maybe one of them could fill up the spare slot or even replace one of the other slots. |