Howdy All,
I'll be running Out of the Abyss for a very small group ... 3 characters, to be precise. I'll be playing one of them, in fact.
I've read through the starting bits of the adventure, but a few questions ...
1) Three characters is small, but is it realistic (especially given all of the npcs)? Does anyone have practical experience with how difficult things are? I don't have a ton of time to finagle things beyond whats presented in the book (as loose as it is). If necessary I don't mind creating another 'npc' player.
2) I need some help with what would be good for my character. The party is going to be the following:
* Dwarf Life Cleric (will wear heavy armor, heal (obviously), and starts with very strong will saves (for the madness aspect), has dark vision)
* Aasimar Land Druid (will be more of a spellslinger with maybe a scout form, can heal if necessary, starts with very strong will saves (for the madness aspect), has darkvsion)
* My character ... I've got three things I'd be interested in, but I don't know which would be good ... I figure since the party is so small, its actually important that I get a character somewhat optimized for the adventure
- Option 1: High Elf Abjurer Wizard. Would be a great spellcaster, and it gets wisdom saves (though it won't be great at them). High elf has dark vision, and I'm aware of the sun sword later in the adventure. None of the other characters would be able to use it, so this would give some use for it (greenflame blade + the sword)
- Option 2: Human cleric 1/abjurer wizard. Cleric 1 is a solid dip for armor and either martial weapons (for the sword use) or a lot more skills (knowledge cleric), that won't hurt spell slots. A little more tanks than the elf wizard, but no darkvision.
- Option 3: Human fighter 1/bladesinger wizard. I'm the DM so I say he can be a bladesinger.
He would dual wield (thus the fighter level, to optimize that), and could use the sun sword to the best effect. On the other hand, no counterspelling/magic resistance, no will saves, and no darkvision.
So I guess ...
a) How important is dark vision?
b) How important are will saves for madness?
c) Would an abjurer be important to have (counterspell buff / magic resistance for the huge end fight)
c) Melee vs Ranged and such - which might be more important?
I've been going back and forth, and could use some help from people who've had experience with the campaign.
Thanks!
I'll be running Out of the Abyss for a very small group ... 3 characters, to be precise. I'll be playing one of them, in fact.
I've read through the starting bits of the adventure, but a few questions ...
1) Three characters is small, but is it realistic (especially given all of the npcs)? Does anyone have practical experience with how difficult things are? I don't have a ton of time to finagle things beyond whats presented in the book (as loose as it is). If necessary I don't mind creating another 'npc' player.
2) I need some help with what would be good for my character. The party is going to be the following:
* Dwarf Life Cleric (will wear heavy armor, heal (obviously), and starts with very strong will saves (for the madness aspect), has dark vision)
* Aasimar Land Druid (will be more of a spellslinger with maybe a scout form, can heal if necessary, starts with very strong will saves (for the madness aspect), has darkvsion)
* My character ... I've got three things I'd be interested in, but I don't know which would be good ... I figure since the party is so small, its actually important that I get a character somewhat optimized for the adventure
- Option 1: High Elf Abjurer Wizard. Would be a great spellcaster, and it gets wisdom saves (though it won't be great at them). High elf has dark vision, and I'm aware of the sun sword later in the adventure. None of the other characters would be able to use it, so this would give some use for it (greenflame blade + the sword)
- Option 2: Human cleric 1/abjurer wizard. Cleric 1 is a solid dip for armor and either martial weapons (for the sword use) or a lot more skills (knowledge cleric), that won't hurt spell slots. A little more tanks than the elf wizard, but no darkvision.
- Option 3: Human fighter 1/bladesinger wizard. I'm the DM so I say he can be a bladesinger.

So I guess ...
a) How important is dark vision?
b) How important are will saves for madness?
c) Would an abjurer be important to have (counterspell buff / magic resistance for the huge end fight)
c) Melee vs Ranged and such - which might be more important?
I've been going back and forth, and could use some help from people who've had experience with the campaign.

Thanks!