unan oranis
First Post
My group put our old game on hold (at 18th level - been playing regularly from a week before launch) as two players left the country.
The old group was a strange party mix... ALL strikers, one controller.
So... now we got a new group with a few new players too.
Bard, deva - total space case player, absolutely no optimization... just kind of wanders around the battlefield... seems to be working for him though. (new to 4e)
Shaman, halfling - not optimized but competent, solid grasp on role, but tactics are absent, perhaps to develop. (new to 4e)
Warlord, minotaur - somewhat optimized, confused as to role, tactics limited to charge or follow the dwarfs lead. (new to 4e)
Fighter, dwarf - optimized up the wazoo, but RP's that the shaman is his "boss", so tactics and role are mitigated slightly as he usually looks to her lead, which in turn means that the minotaur is often tagging along whatever she calls for him to do. (experienced at 4e)
Assassin, warforged - claims to be optimized up the wazoo, but the dm has serious doubts; RP's a disdain for "fleshies" that affects his choices in combat pretty obviously. (experienced at 4e)
Don't get me wrong; the group and the characters are great. They all RP heavily, they're totally stoked on the campaign and we all had a lot of fun the first session.
Outside of battle the situation is a natural 20.
My only concern is where exactly the needle on the "speedometer" of the groups combat abilities will fall; and what pitfalls there could be.
For instance, I observed that the warlord would pretty much be a total suck-master if there wasn't at least one other front line warrior.
And that the bard mitigates the players "disastrous" play style of randomly wandering in and out of melee/range - to some degree anyway. He seems to like to stay within five squares of his allies so that's all that counts I suppose.
Any warnings or advice? Their abilities and style is a world away from the striker brigade...
The old group was a strange party mix... ALL strikers, one controller.
So... now we got a new group with a few new players too.
Bard, deva - total space case player, absolutely no optimization... just kind of wanders around the battlefield... seems to be working for him though. (new to 4e)
Shaman, halfling - not optimized but competent, solid grasp on role, but tactics are absent, perhaps to develop. (new to 4e)
Warlord, minotaur - somewhat optimized, confused as to role, tactics limited to charge or follow the dwarfs lead. (new to 4e)
Fighter, dwarf - optimized up the wazoo, but RP's that the shaman is his "boss", so tactics and role are mitigated slightly as he usually looks to her lead, which in turn means that the minotaur is often tagging along whatever she calls for him to do. (experienced at 4e)
Assassin, warforged - claims to be optimized up the wazoo, but the dm has serious doubts; RP's a disdain for "fleshies" that affects his choices in combat pretty obviously. (experienced at 4e)
Don't get me wrong; the group and the characters are great. They all RP heavily, they're totally stoked on the campaign and we all had a lot of fun the first session.
Outside of battle the situation is a natural 20.
My only concern is where exactly the needle on the "speedometer" of the groups combat abilities will fall; and what pitfalls there could be.
For instance, I observed that the warlord would pretty much be a total suck-master if there wasn't at least one other front line warrior.
And that the bard mitigates the players "disastrous" play style of randomly wandering in and out of melee/range - to some degree anyway. He seems to like to stay within five squares of his allies so that's all that counts I suppose.
Any warnings or advice? Their abilities and style is a world away from the striker brigade...