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4E: Intro adventure/group suggestion
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<blockquote data-quote="Wik" data-source="post: 4956370" data-attributes="member: 40177"><p>I don't know about which adventure to run, but here's my nomination for race/class combinations. Note that they're in order, so if you have four players (for example), take the first four.</p><p></p><p>Dwarf Shield Fighter: Give him Tide of Iron, and some useful Dwarf-friendly powers from Martial Power. The character can heal himself with a minor action once per combat (the best dwarf power, ever). If you give the character Comeback Strike, he gets even more useful.</p><p></p><p>Human Inspiring Warlord: Build the character to grant as much healing as possible. The character will be able to heal his teammates, but also has powers that allow him to move around the battlefield and generally be a good leader.</p><p></p><p>Half-Orc Brutal Scoundrel Rogue: You can really build this guy up for damage, and I suggest doing just such a thing. It'll be a kick for 3.5 players, too, to see a Half-Orc built so well for a rogue's position. This guy, with a sneak attack (assuming a Dex of 18 and a strength of 16) will deal something like 3d6+7 points of damage at first level, with no feat investment. And that's pure striker awesomeness.</p><p></p><p>Human Strength Paladin: A close-range defender was chosen for #4 over a striker because it expands upon the group's "Front" - with the paladin, fighter, and warlord all frong line characters, the rogue has three possible flanking options. This guy is also able to heal himself. In short, the warlord gets a bit freed up by the paladin's limited healing capabilities.</p><p></p><p>Eladrin Wizard: Minion-Popping is fun, and for this character to really feel useful to the group, you're going to make sure there's minions for him to target, right? On the plus side, with the rest of the group being front-line fighters, this character will rarely get hit by anything but artillery and occasional controller monsters. Try to throw in powers that are more than just flat damage - at least half this guy's powers should be "controller'y" in scope. I'd spend your feat on a non-combat power that expands this character's versatility, and makes the wizard a bit more like the old wizard's role as "problem-solver".</p></blockquote><p></p>
[QUOTE="Wik, post: 4956370, member: 40177"] I don't know about which adventure to run, but here's my nomination for race/class combinations. Note that they're in order, so if you have four players (for example), take the first four. Dwarf Shield Fighter: Give him Tide of Iron, and some useful Dwarf-friendly powers from Martial Power. The character can heal himself with a minor action once per combat (the best dwarf power, ever). If you give the character Comeback Strike, he gets even more useful. Human Inspiring Warlord: Build the character to grant as much healing as possible. The character will be able to heal his teammates, but also has powers that allow him to move around the battlefield and generally be a good leader. Half-Orc Brutal Scoundrel Rogue: You can really build this guy up for damage, and I suggest doing just such a thing. It'll be a kick for 3.5 players, too, to see a Half-Orc built so well for a rogue's position. This guy, with a sneak attack (assuming a Dex of 18 and a strength of 16) will deal something like 3d6+7 points of damage at first level, with no feat investment. And that's pure striker awesomeness. Human Strength Paladin: A close-range defender was chosen for #4 over a striker because it expands upon the group's "Front" - with the paladin, fighter, and warlord all frong line characters, the rogue has three possible flanking options. This guy is also able to heal himself. In short, the warlord gets a bit freed up by the paladin's limited healing capabilities. Eladrin Wizard: Minion-Popping is fun, and for this character to really feel useful to the group, you're going to make sure there's minions for him to target, right? On the plus side, with the rest of the group being front-line fighters, this character will rarely get hit by anything but artillery and occasional controller monsters. Try to throw in powers that are more than just flat damage - at least half this guy's powers should be "controller'y" in scope. I'd spend your feat on a non-combat power that expands this character's versatility, and makes the wizard a bit more like the old wizard's role as "problem-solver". [/QUOTE]
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