Scholar & Brutalman
First Post
This Gleemax post from WotC_Shoe has a bit on the 4e parties he is running:
And this post from Jennifer Clarke Wilkes may have a hint on feat progression if the game in question is 4e. Or not:
I have an interesting dichotomy of groups. My monthly group, what meets the first weekend of each month, is much more tactically "savvy" - not just in combats, but also in group composition, trying to make sure that all the bases are covered, and all the roles are filled. My (purportedly) weekly group is a bit more idiosyncratic, as each player makes up his own mind of character design without much regard to what the other PCs play.
In the weekend group, I've got a Warlord, a Paladin, a Fighter, a Cleric, a Rogue, and a Wizard - (however, the rogue was a relatively recent addition). They've got pretty good synergy with two defenders and two leaders in the group: the defenders work together and coordinate their attacks and their control effects, while two leaders means that the group heals much more efficiently during combats. Even without the striker power of the rogue, they got along pretty well through the low levels.
The weekly group, on the other hand, adventures without a leader. Fighter, wizard, rogue, warlock, and ranger. With the extra damage afforded by the strikers of the group, they have the ability to end fights pretty quickly, but in a prolonged fight (like if they miss their attacks in consecutive rounds) they are more likely to start testing the death and dying rules, since they don't have the extra healing oomph of a leader. That will change somewhat if we decide to implement potion drinking as a minor action, but even then the healing will still be less efficient (or at least much more expensive) than the boost granted by having a leader PC. With potion drinking a standard action, its typically more tactically sound to spend your action fighting, instead of using your action to get hit points that you might lose again before your next turn due to damage.
At any rate, despite the occasional negative hit point totals accrued by the weekly group, they are still able to achieve a reasonable "day's" worth of adventuring before they need to stop for an extended rest. At least I think they are. I get a feeling that the weekend group can last an extra encounter or two. Now that the rules have settled down a bit, I'll be keeping track of the number of rounds in each fight and the number of (combat)encounters in a "day", and attempt to confirm my hypothesis.
And this post from Jennifer Clarke Wilkes may have a hint on feat progression if the game in question is 4e. Or not:
Random quote heard at my gaming table over the weekend. Sean (creating his 10th-level character): I've got six feats! That's two yards!" Chris: "I cannot fathom your sense of humor."