question bout party makeup

Post/Author/DateTimePost
#1

mushraeddur1974

Jul 19, 2009 11:36:47
Our group is getting ready to start a new session. We're going to start at lvl 4 several of us ran through the H1 adventure we have. The question I have pertains to the makeup of our party. As of right now, we are going to have the following classes:

Feylock (me)
Ranged Archer
Rogue (who interestingly enough likes to stand back and throw shurikens all day).
Wild Magic Sorcerer
Rage Blood Barbarian
Cleric (who interestingly enough doesn't heal very often unless someone is literally about to die)

Will our group have issues not having a defender? And, will we have issues with only 2 melee classes?

I'm hoping our striker heavy group can kill the baddies quick enough to not worry too much about not having a defender.

I'm also hoping that the sorcerer and myself (feylock) will have some controlling effects to help minimize the lack of a defender.

What are your thoughts?
#2

AttilatheNun

Jul 19, 2009 12:00:39
You may have a bit more trouble than a group with a defender, but it shouldn't be too bad. Like you said, with that many strikers in a group, you'll be able to put out gross amounts of damage, often killing enemies before they get a chance to do much damage.

It'll also help if your dm designs encounters that don't purposefully exploit your lack of a defender. If he throws a bunch of mobile skirmishers and lurkers at you that can run around willy-nilly without a defender to lock them down and beat your squishies to a pulp, then you'll probably have a problem. You might be able to handle that once in a while, but if he's gunning at your weaknesses, sooner or later there's going to be an issue.
#3

Novacat

Jul 19, 2009 12:07:03
You have a defender, actually. It's just that the enemies will have a bigger say in who that defender is.

In all likelihood, the Barbarian will end up soaking the most damage, which is really the best case scenario. He's got the HP to spare, so his healing surges are really big.
#4

forbidenmaster

Jul 19, 2009 12:08:28
Your main threat as as far as I can see are minions. They die really easily so your extra damage is useless, since you dont have a defender they will be in everybodies face really quickly, specifically your Feylock, Ranger, Sorcerer and Cleric, and you are light on the pure battlefield control so you cant kill or stop many of them from afar, but your Feylock should help with that.

Beyond that, Soldier monsters that essentially act like fighters -- keeping your strikers where they want them as opposed to where you want to be -- are another thing to look out for.

You might also have somewhat of an issue with Artillery monsters. Depending on their level of battlefield control they could make combat difficult for your party by blocking LOS or even making difficult turrain.

Overall you are going to have a few issues, but its nothing you shouldnt be able to handle. You will of course kill all Solos in one round will cut through the high HP of brutes like a hot blade through fog, but there will be some challenges.
#5

Novacat

Jul 19, 2009 12:19:59
You might also have somewhat of an issue with Artillery monsters. Depending on their level of battlefield control they could make combat difficult for your party by blocking LOS or even making difficult turrain.

I think Artillery is less likely to be an issue for this group than for a well-rounded one. Four out of the six are ranged-focused, plus the cleric can do a little ranged (assuming he's WIS-based). It's true that Artillery heavy on control mechanics will be difficult, but that's true for anyone, and I think it will harm this party less than most, with the provision that there aren't also big nasty melee monsters nearby to take advantage of immobile squishies.
#6

CCS

Jul 19, 2009 14:20:07
As of right now, we are going to have the following classes:

Feylock (me)
Ranged Archer
Rogue (who interestingly enough likes to stand back and throw shurikens all day).
Wild Magic Sorcerer
Rage Blood Barbarian
Cleric (who interestingly enough doesn't heal very often unless someone is literally about to die)

Will our group have issues not having a defender? And, will we have issues with only 2 melee classes?

You do realize no one here can provide an actual answer to this question, right? Reason being that we've no idea what type of adventures your DMs going to be writing....
#7

mushraeddur1974

Jul 19, 2009 14:47:55
You do realize no one here can provide an actual answer to this question, right? Reason being that we've no idea what type of adventures your DMs going to be writing....

I understand the DM will be in control of this as well...but I did mention we'll be starting our campaign with H2 (adventure after shadowfell keep H1)...so this gives you guys an idea. We're wanting to know if this will work with that adventure in mind...I just don't want us to make our characters and wipe in the first encounter. From what it sounds like, we'll be ok for the most part if our group works together.
#8

JayM

Jul 19, 2009 21:23:46
Feylock (me)
Ranged Archer
Rogue (who interestingly enough likes to stand back and throw shurikens all day).
Wild Magic Sorcerer
Rage Blood Barbarian
Cleric (who interestingly enough doesn't heal very often unless someone is literally about to die)

Given that party, I think it will be an issue but not crippling that you don't have a defender. With a party that big, monsters will get around your two melee types and reach the back row. But as long as the Ranger and Rogue are willing to step up and melee when the situation requires it, you should be able to get by.

Just make sure that Cleric upgrades his armor and gets a shield, because he isn't going to be getting much support to help keep him up.

Jay
#9

Neutronium_Dragon

Jul 19, 2009 21:26:40
H2 has some other issues to be aware of: The fights tend to be harder than average and the treasure it grants is far below the DMG standard. The DM will need to add more in order to deal with that (and more still because your group is larger than normal), but on the flip side, the larger group should mean that the encounters are about where they should be in terms of difficulty.

One crucial question: Is the cleric a melee cleric or a ranged cleric? If he's a melee cleric then he and the barbarian can essentially form a front line. While neither of them will have a defender's ability to lock enemies down, they can at least serve as a roadblock, and a barbarian's OAs are fairly dangerous in their own right. That said, they're not going be able to roadblock everything, so the other characters need to be prepared for the enemies moving in among them. A rogue and a ranger, even if they prefer ranged powers, ought to be reasonably able to handle themselves in melee, as long as they have appropriate weapons for the job.

You don't have a pure controller, but the feylock and sorcerer each offer some control options, so you should be able to cover that need.

To help to deal with the lack of a 'pure' defender, I'd suggest that the barbarian and cleric consider the multiclass feats and try to pull one or two powers from a similarly-themed defender class. Just being able to mark an enemy here or there, or apply some defender-like effect to a target (such as one that leaves them Slowed and unable to Shift) once per encounter will give your group a form of panic button if things are getting out of control.
#10

matthewstryker

Jul 19, 2009 21:30:32
What are your thoughts?

The Barbarian needs to multiclass into fighter.

One of you guys is going to have to stand there and take hits. Might as well be the guy with good strength and constitution scores.
#11

mock26

Jul 19, 2009 23:48:34
Party makeup? Do not forget the rouge! :D
#12

mrfantastic

Jul 20, 2009 2:30:13
I'd recommend the Barbarian take a 12-14 dex or Int as well so he has decent AC. My barbarian ignored those stats and it hurts. The cleric (assuming he's the 2nd melee) should take armor and shield feats (if he's a dwarf use an Urgosh). The fighter MC feat battle awareness from adventurer's vault is awesome for melee clerics.

Depends on the DM, but often just being in front is enough to absorb a lot of hits. Also you cleric is probably doing it right. With one healer in a large party he should only heal someone if they are below 0. (except healing himself of course.) Other people should MC healing classes if possible to get daily heals for emergencies.
#13

Duskweaver

Jul 20, 2009 2:59:18
The fighter MC feat battle awareness from adventurer's vault is awesome for melee clerics.

That would be Martial Power, not Adventurer's Vault.
#14

shadow_viper

Jul 20, 2009 3:50:56
You do realize no one here can provide an actual answer to this question, right? Reason being that we've no idea what type of adventures your DMs going to be writing....

You do realize that people here can provide an actual answer to what is usually a good/solid party set up?
#15

Novacat

Jul 20, 2009 10:33:41
The Barbarian should consider multiclassing into fighter.

There. Fixed for you.