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<blockquote data-quote="I'm A Banana" data-source="post: 4049179" data-attributes="member: 2067"><p>I think I'm just going to elaborate on this a little bit, to show what I think is a very GOOD example of teamwork that gives each member a chance to shine in and out of combat.</p><p></p><p>Say one of the warlock's hell-pacts goes south and some devil comes a-callin' for his soul. The Warlock, of course, wants to avoid this (this part centers on the Warlock character, makes him center-stage for a time). He complains about it once while cowering under the bed of the wizard. The party Wizard remembers hearing in her arcane studies about something called the Ritual of Obscurement, which has the ability to make one person completely and utterly undetectable to one other person, permenantly, for life (this part involves perhaps an Arcana test on behalf of the Wizard, giving her center-stage and focusing on her magic academy for a while -- failure could mean that she needs to do some research to remember where it is, giving the warlock another 'close call' with agents of the devil). In order to get into the locked tomb where the Ritual of Obscurement is, the Wizard will need to call on her "friend," the infamous halfling cat-burglar (rogue). They brave some monsters (with the help of a Paladin friend), unlock the tomb (focusing on the rogue's speed and skill with locks), and prepare the Ritual, but the devil won't give up very easily, and he's closing in fast. Just as the last few seconds of the Ritual are coming complete, the Devil closes in, and it's up to the Paladin to choose between two evils: does he let the Warlock live by defending him? Or does he let the warlock be dragged off to hell? (focusing on the Paladin's duty to defend). Perhaps resolving in-character that his soul can still be saved, the Paladin smites the heck out of the Devil, while the Wizard stops the rest of his army from coming calling, and the Warlock completes the ritual. The Devil slinks back off to Hell with his army, suddenly unable to notice the Warlock, but resolute in his desire to attain him eventually. As he slinks back off to Hell, the Rogue plants a little magical tracking device on one of his minions, because as a Rogue, he knows that when something can't be seen, it can make off with a lot of loot. Later, the Rogue convinces the Warlock to attempt a raid on this Devil's lair, both characters with gold coins in their eyes. They'll need the Wizard to manage the planar travel, and they'll probably need the Paladin to haul their butts out of trouble, again, but what Paladin would pass up the opportunity to knock low a Devil? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>None of these challenges are purely combat-based, but many focus on unique skills or archetype tropes that not everyone could do. The Ritual is esoteric, the tomb's lock is heroic, the need to defend the party (and smite some evil!) is there, and the Warlock basically gets to start and end it. They can only accomplish this by working together, since the party won't be able to handle this kind of challenge by themselves. The Rogue could never defend anyone. The Paladin doesn't know a tomb from a cavern. The Wizard is more interested in esoterica than in pacts with devils. They each have their own niches, though there is undoubtedly some overlap in skill (the warlock and the rogue are both good at getting behind enemy lines and taking out individuals, but that's only one thing they both do).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4049179, member: 2067"] I think I'm just going to elaborate on this a little bit, to show what I think is a very GOOD example of teamwork that gives each member a chance to shine in and out of combat. Say one of the warlock's hell-pacts goes south and some devil comes a-callin' for his soul. The Warlock, of course, wants to avoid this (this part centers on the Warlock character, makes him center-stage for a time). He complains about it once while cowering under the bed of the wizard. The party Wizard remembers hearing in her arcane studies about something called the Ritual of Obscurement, which has the ability to make one person completely and utterly undetectable to one other person, permenantly, for life (this part involves perhaps an Arcana test on behalf of the Wizard, giving her center-stage and focusing on her magic academy for a while -- failure could mean that she needs to do some research to remember where it is, giving the warlock another 'close call' with agents of the devil). In order to get into the locked tomb where the Ritual of Obscurement is, the Wizard will need to call on her "friend," the infamous halfling cat-burglar (rogue). They brave some monsters (with the help of a Paladin friend), unlock the tomb (focusing on the rogue's speed and skill with locks), and prepare the Ritual, but the devil won't give up very easily, and he's closing in fast. Just as the last few seconds of the Ritual are coming complete, the Devil closes in, and it's up to the Paladin to choose between two evils: does he let the Warlock live by defending him? Or does he let the warlock be dragged off to hell? (focusing on the Paladin's duty to defend). Perhaps resolving in-character that his soul can still be saved, the Paladin smites the heck out of the Devil, while the Wizard stops the rest of his army from coming calling, and the Warlock completes the ritual. The Devil slinks back off to Hell with his army, suddenly unable to notice the Warlock, but resolute in his desire to attain him eventually. As he slinks back off to Hell, the Rogue plants a little magical tracking device on one of his minions, because as a Rogue, he knows that when something can't be seen, it can make off with a lot of loot. Later, the Rogue convinces the Warlock to attempt a raid on this Devil's lair, both characters with gold coins in their eyes. They'll need the Wizard to manage the planar travel, and they'll probably need the Paladin to haul their butts out of trouble, again, but what Paladin would pass up the opportunity to knock low a Devil? :) None of these challenges are purely combat-based, but many focus on unique skills or archetype tropes that not everyone could do. The Ritual is esoteric, the tomb's lock is heroic, the need to defend the party (and smite some evil!) is there, and the Warlock basically gets to start and end it. They can only accomplish this by working together, since the party won't be able to handle this kind of challenge by themselves. The Rogue could never defend anyone. The Paladin doesn't know a tomb from a cavern. The Wizard is more interested in esoterica than in pacts with devils. They each have their own niches, though there is undoubtedly some overlap in skill (the warlock and the rogue are both good at getting behind enemy lines and taking out individuals, but that's only one thing they both do). [/QUOTE]
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