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Creating PC for level 12 campaign
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<blockquote data-quote="CapnZapp" data-source="post: 6812007" data-attributes="member: 12731"><p>5th edition is very unlike d20/Pathfinder in what a party "needs". </p><p></p><p>First off, fighter<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite22" alt="(y)" title="Thumbs up (y)" loading="lazy" data-shortname="(y)" /> types are very effective and much less limited than in previous editions. In fact, I would say they're the stars this time around, with spellcasters playing the "specialist" roles. (Which is quite the opposite of d20/PF!)</p><p></p><p>Secondly, spellcasters are much less essential than before. The whole buff game is gone. The scry and teleport assault method gone. Adventures which absolutely require you to cast a certain spell or suffer significant discomfort are gone. </p><p></p><p>Thirdly, the role of "combat medic" is greatly downplayed by several tweaks. Unlike d20 it's quite realistic to have a party with no strong combat healing - and characters have lots of rebound power during rests.</p><p></p><p>So there's absolutely nothing wrong with you adding a third fighter<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite22" alt="(y)" title="Thumbs up (y)" loading="lazy" data-shortname="(y)" /> character to the group.</p><p></p><p>You could go with several choices that are quite distinct from the druid and the champion.</p><p></p><p>You could go Paladin for some seriously impressive tricks, although you've already got a Rogue and you might not want to steal his Face role, if he has it.</p><p></p><p>A Barbarian (Bear Totem) will have stellar staying power and will give your fighters a serious run for their money in the title for combat monster.</p><p></p><p>A Battlemaster Fighter can add a few tricks the enemies will find very annoying. Is your Rogue a ranged fighter? If not, make it an archer?</p><p></p><p>Or you could go gish: the simple approach is Eldritch Knight, while a power play is Paladin/Bladesinger.</p><p></p><p>In the end, though, choose whatever you find fun.</p><p></p><p>This edition is "old school" in the way you can have two sword/board fighters and both feel useful!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6812007, member: 12731"] 5th edition is very unlike d20/Pathfinder in what a party "needs". First off, fighter(y) types are very effective and much less limited than in previous editions. In fact, I would say they're the stars this time around, with spellcasters playing the "specialist" roles. (Which is quite the opposite of d20/PF!) Secondly, spellcasters are much less essential than before. The whole buff game is gone. The scry and teleport assault method gone. Adventures which absolutely require you to cast a certain spell or suffer significant discomfort are gone. Thirdly, the role of "combat medic" is greatly downplayed by several tweaks. Unlike d20 it's quite realistic to have a party with no strong combat healing - and characters have lots of rebound power during rests. So there's absolutely nothing wrong with you adding a third fighter(y) character to the group. You could go with several choices that are quite distinct from the druid and the champion. You could go Paladin for some seriously impressive tricks, although you've already got a Rogue and you might not want to steal his Face role, if he has it. A Barbarian (Bear Totem) will have stellar staying power and will give your fighters a serious run for their money in the title for combat monster. A Battlemaster Fighter can add a few tricks the enemies will find very annoying. Is your Rogue a ranged fighter? If not, make it an archer? Or you could go gish: the simple approach is Eldritch Knight, while a power play is Paladin/Bladesinger. In the end, though, choose whatever you find fun. This edition is "old school" in the way you can have two sword/board fighters and both feel useful! [/QUOTE]
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