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3 players: scale down or double up?
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4256124" data-attributes="member: 834"><p>I have three PCs but it works well ; Fighter, Wizard and Warlock. The Fighter hold the line and the guys in the back have room to do their thing.</p><p></p><p>The main problem here is three strikers. Of the three, you can expect the archer to have the most fun since he'll get to do his schtick freely : Whether they want it or not, the rogue and ranger will need to get closer to do their own schtick and will thus protect the archer. If you don't pick roles, roles pick you. Congrats guys, you are the front line! Can't do it well? Sucks to be you. Monsters have to attack someone and you are it, TWF ranger!</p><p></p><p>What, you have nice mobility powers that allow you hit and run tactics? Forget them. The point of these is to hit and than run behind the defender for safety (WIth 2 or 4 square of movement, you can't really expect much more). But without a fighter holding the line, there is nowhere safe to run to. Monsters will simply charge you on their turn. Weee.</p><p></p><p>Doesn't mean they can't survive a battle, especially if you baby feed them only tailored made challenges. But the TWF has to behave like a defender against his will and skill. Kind of annoying if you ask me. He may feel like punching the archer player in the nose after one too many 'I rock!' shout.</p><p></p><p>---</p><p></p><p>Solution? Talk to them. Remind them that the A team did not have three Face or three Mr.T.</p><p></p><p>Personnally, I think the last time my group didn't try to mak complementary parties must have been when we were fifteen. If a all to maturity doesn't work, just point out how much the player who swap for a role not represented will rock over his two strikers buddies by simple virtue of being the best at what he does (Doesn't work well to convince someone to play a leader, but it could encourage someone to play a controller or defender).</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4256124, member: 834"] I have three PCs but it works well ; Fighter, Wizard and Warlock. The Fighter hold the line and the guys in the back have room to do their thing. The main problem here is three strikers. Of the three, you can expect the archer to have the most fun since he'll get to do his schtick freely : Whether they want it or not, the rogue and ranger will need to get closer to do their own schtick and will thus protect the archer. If you don't pick roles, roles pick you. Congrats guys, you are the front line! Can't do it well? Sucks to be you. Monsters have to attack someone and you are it, TWF ranger! What, you have nice mobility powers that allow you hit and run tactics? Forget them. The point of these is to hit and than run behind the defender for safety (WIth 2 or 4 square of movement, you can't really expect much more). But without a fighter holding the line, there is nowhere safe to run to. Monsters will simply charge you on their turn. Weee. Doesn't mean they can't survive a battle, especially if you baby feed them only tailored made challenges. But the TWF has to behave like a defender against his will and skill. Kind of annoying if you ask me. He may feel like punching the archer player in the nose after one too many 'I rock!' shout. --- Solution? Talk to them. Remind them that the A team did not have three Face or three Mr.T. Personnally, I think the last time my group didn't try to mak complementary parties must have been when we were fifteen. If a all to maturity doesn't work, just point out how much the player who swap for a role not represented will rock over his two strikers buddies by simple virtue of being the best at what he does (Doesn't work well to convince someone to play a leader, but it could encourage someone to play a controller or defender). [/QUOTE]
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