| Post/Author/DateTime | Post |
|---|---|
| sollmn03-09-05, 10:54 AM | I'll be joining a new game with only three player-characters, starting at first level in a high-fantasy setting (like Forgotten Realms) with classic dungeon mucking. What is the best 3 person party combination for balance, survivability, and power? Is it rogue (for traps and general skills), cleric (for healing), and... what? Does a 3 party group need the bard for arcane and healing and knowledge, and of course diplomacy? What are people's thoughts? |
| pseudoidiot03-09-05, 11:09 AM | my initial thoughts would be (generically) someone for melee/tanking, someone sneaky, and a spellcaster. the specifics of those would be left to you. do you want just a plain fighter? or maybe go with a melee options ranger or paladin. since you mentioned classic dungeon mucking, a rogue is almost a necessity, for spellcaster a bard could be nice because they get some spells from both the divine and arcane spell lists and they can help out in battle if they need to. can be a tough call. also i've seen some good information on how to play a group of characters that dont have some of the iconic roles. like how you can deal without someone filling the rogue role to find and disable traps, etc. |
| nyysjan03-09-05, 11:28 AM | Druid for spellcasting has both healing and offensive spells Ranger for tanking has also other skills that come in use Rogue is a good one for traps and locks but if you got Eberron campaign setting then look up Artificer instead of rogue |
| cambric03-09-05, 11:48 AM | Personally, I would build a Dwarven Cleric (tankish with healing, can use the full armor, domains in War and/or Strength)...Human Rogue (highish Charisma for party leader, try for good int for additional skill points and you get an extra 4 at first level + 1 per level after for human, and take weapon finesse later to help out in tough situations)...and a Human Wizard, (for additional feat/skill points.) I've done a party this way and if the DM is good, meaning, realistic, you'll have a great time. The worst thing, moving silently with the tank wearing full plate, but we had him cast silence on a stone, and would carry that with him...he was last, protecting the rear, the Rogue scouted. Good luck! Cam |
| HypnoticMonk03-09-05, 11:50 AM | Hmmmm... this is a tough one. Back in 1st Ed., we had a campaign with NO clerics ( they weren't barred, it's just that no one had any interest in playing one). Our typical 3 person party back then was either a fighter, a wizard, and a monk ( 3 guesses to get which one I played) or two fighters and that same wizard. Since then,the way I have seen the game played, unless you had the capability to stock up on healing potions, I can't envision going without a cleric. One way or another, you not only have to think about which of these 4 abilities(Muscle ,Magic, Divine, or Stealth) to sacrifice at 1st level, but if you plan on multi-classing to pick up any of these later. You might consider combining two roles and having the Cleric take up the War domain( to replace the fighter) or the Magic domain( so that he might be able to use some of the scrolls or wands you might happen to come across). I would probably do a War Domain cleric , a wizard or sorceror and either a thief or a monk... but thats me. ( One final thought comes to me... go with what classes the people in your campaign play the best. That might work best overall) |
| Callista03-09-05, 11:56 AM | I suggest a paladin for your tank, if no one has problems with the alignment. He's stronger than a cleric, and you can give him healing wands before he gets his spells. Rogues aren't really totally necessary--there are other ways of getting rid of traps--but they're useful. I would suggest one. Spellcasters: Druid. He can act as a backup healer, and he's not too shoddy in melee once he gets wildshape. |
| Board_Rider03-09-05, 11:57 AM | I would recommend a Paladin Rogue Wizard If not Wizard, get a Druid. His/her animal companion can act as an extra attacker at times. |
| Nithendil03-09-05, 12:38 PM | druid - 2 people in one cleric - built as a tank with war and strength domains rogue or bard/rogue - depending on how trap intensive your DM is. You don't really need a bard, but it will give you a bit of arcane, the RP skills for when you need them (cleric can pump diplomacy, but we'll assume he's built for war), 2ndary cure and wand support, and a boost to the cleric, druid, and animal companion's melee. While a wizard can be done, I wouldn't necessarily recommend it. It just seems to me he would be left too open in the early levels. Maybe with a level of fighter and boosted CON to survive the early levels. |
| D_Martin03-09-05, 01:27 PM | Druid Clr/Ftr Rog/Ftr or Wiz/Rog(Sor/Rog) I think that would cover it all. Group leader take Leadership at 6th level and that will even things out more. |
| On_the_wings_of_TPK03-09-05, 01:57 PM | Firstly I'd recomend a druid. As stated earlier it counts as a two in one. Also those sommon spells willmost likely be your best offence and deffence. The healing never hearts either. As the back up tank/skill monky I recomend a scout or ninja rogue or ranger. Personally I'd recomend the scout becuase they have trap finding and they get survival as a class skill. If in a more urban campaign I'd say the ninja. They have rogue skills and the ability to turn invisible, ultimate sneaker. next the social monky. This one would the hardest to keep alife and probally the most useful as well. For it i recomend a Fochlucan Lyrist build. I'd go with Rogue 2/druid 1/bard 1/ wizard or sor 6/fochlucan lyrist 10. At lower levels this gives a socail monkey, and a back up healer. It can also double as a secondary trap finder. especailly if you guys went with the scout. The wizard/sor spell list is far suppeir to anything on the bard list, and the PrC allows you to raise both devine and arcane spell casting classes. So when all is said and told you have: bardic knowledge/music as if you were a 11th level bard. Druid spells up to 6th level wizard spells up to 8th level (7th if you go sor) Along with some really cool other abilities. |
| weasel fierce03-09-05, 02:29 PM | For a dungeon crawl, fighter, cleric and a rogue. Fighters can kill stuff, clerics can trudge around in plate mail and keep people alive, the rogue can take care of traps (hopefully) |
| was_fired03-09-05, 03:36 PM | I would say druid, paladin, and bard/rogue(cap at 2 to 4). The druid provides blasting, healing, and a secondary tank. The paladin provides a primary tank. The bard provides a trap finder and utility spells. With practiced spellcaster the bard won't miss two to four levels as much since they are still just as good at playing with scrolls. |
| pres_man03-09-05, 03:41 PM | And now for something completely different (well not completely ;) ). Barbarian (Tank/Trap finder) Monk (Sneak/Trap finder) Druid (caster/animal companion trap finder) :D |
| JadeSpider964303-09-05, 04:10 PM | If it's gonna be LOTS of dunegons: Paladin Druid Bard If you expect to spend lots of time outdoors: Ranger (2 weapon path) Ranger (ranged path) Druid 3 Animal Companions |
| SnowbearK03-09-05, 11:05 PM | For that all-purpose, go-anywhere, no specialist (as in outdoors/city/dungeon/etc) party, you can't go too wrong with: Druid Rogue Cleric The Druid and the Cleric working together equal about 250% of a single, pure-tank fighter, their spells easily make up for a lack of arcane magic (combined with the Rogue's UMD, who needs a wizard?), while the Rogue is the all-around skill guy and not too shabby in combat if he works with the Druid and Cleric for sneak attacks. With a smart group of players who understand the game mechanics as well as tactics and strategy, these three classes working together can overcome almost any obstacle or situation. Social: Let the Cleric handle it, unless the situation involves Atheists or opposed religion, in which case duct-tape his mouth shut and see how far the Rogue gets you. Combat: Rogue and Cleric take flanking positions, Druid charges while wildshaped or brings in natural friends to assist. Stealth: Rogue excels obviously, Druid hasn't got a problem if he can wildshape into a squirrel, cat, eagle, or some other innocuous creature, the cleric, being the tank, buffs and waits until stealth is no longer needed (unless he's a cleric of Olidammara), just like he would in a full-sized party. The druid is also able to fulfill the role of heavy-lifter/-hauler and Transporter once he can wildshape into Large creatures, so a vast amount of treasure's not going to be a problem (tenser's floating disk was nice, but having a sled drawn by an fully sentient elephant teammate is even better). |