Are playing the Iconic Party?

Are you the Iconic Party

  • Yes! Exactly the Iconic Four

    Votes: 0 0.0%
  • There are four of us and we cover the basic division of labor (Healer, Tank, Mage, Skill-guy)

    Votes: 11 14.7%
  • We have four players but missing one of the divisions of labor

    Votes: 6 8.0%
  • We have more then Four players but we cover the basics and then some

    Votes: 21 28.0%
  • We have more then Four players, but we still have holes

    Votes: 26 34.7%
  • We have less then four players

    Votes: 11 14.7%

  • Poll closed .
Current PC group has 7 PCs, 2 Cohorts with the party, and no Rogue.

PCs are:
1 Wizard 11th
1 Sorceress 10th
3 Fighter types 11th & 2 12th
1 Arcane Archer 10th
1 Monk 11th

Cohorts are:
1 Cleric 9th
1 Bard 11th

So their Clerical powers are relatively weak, but the Bard is very useful in the large group. They have a very strong fighter array with 5 non-spellcaster combat PCs and hit very hard, with good arcane support. Useless vs traps though. :)
 

log in or register to remove this ad

For some reason, when I DM, our group goes "Multiclass-Happy", despite the fact that it's the worst thing in the world for them.

Our Forgotten Realms game is great, and we are having a blast, but I find myself modifying the challenges slightly, even though I shouldn't because the players are either straight Fighters, or have 50% or better multiclassing as either fighters or rogues.

Out of a 6th level party, we have one cleric, and he is a Clr2/Rog4. We have one mage, and he is a Wiz4/Pal2. Our Fighting and scouting bases are WELL covered (75% of the party can hide like a house cat), but the party has almost died multiple times due to lack of strong healing.

In games I play, I'm usually a cleric of some sort, and rarely multi-classed, so that side of things I try to support, but when I DM instead of play it occasionally gets "dicey."
 

Well after a day, it seems like the results are "interesting." For the most part, larger groups (greater then 4 players) seem to be the majority. However even in lager groups they tend to have more "holes" then smaller groups.

My Theory is that smaller groups are more concesous of making characters that work together. Where as larger groups tend to allow players to "play what they want." And then hope that the bases are covered.

-The Luddite
 

That's a good observation. Our party has lost so many characters that there's quite a gap in our abilities. We currently have five players, and we definitely encourage folks to "play what they want".

We have a non-combative greenbond (healer).
We have a nuker magister (mage).
We have an oathsworn (light tank).
We have an unfettered (archer).
We have a witch (healer/mage/feather-weight tank).
 

My groups are rather uneven....

Saturday: Freeport - 6th to 8th level

Rogue/Fighter/Freeport Pirate
Half-Merrow Barbarian/Fighter
Sorcerer/Wizard (we tried to talk him out of this)
Ranger/Fighter/Freeport Pirate
Rogue

We had a Sorcerer who moved away... so we went about 4 levels without any arcane magic at all.

We had a Ranger/Fighter going for Tempest who moved away.

We have a Cleric who can only show up once every 3 or 4 sessions due to RL conflicts. Most of the healing up to this point came from my Rogue - viva Use Magic Device!


Sunday: Oathbound - 8th level

Cleric (Archer)
Wizard/Incantatrix
Fighter/Paladin
Fighter/Rogue/Freeport Pirate
Fighter/Rogue (reach + sneak attack + combat reflexes = !!!)

This is a good crew to have, but the rogue types are a little lacking in the skill department due to multiclassing.
 

Luddite said:
Well after a day, it seems like the results are "interesting." For the most part, larger groups (greater then 4 players) seem to be the majority. However even in lager groups they tend to have more "holes" then smaller groups.

My Theory is that smaller groups are more concesous of making characters that work together. Where as larger groups tend to allow players to "play what they want." And then hope that the bases are covered.

-The Luddite

This has been my exact experience. My large group had no magic for quite a while. This was a true pain when fighting undead.
 

druid shifter

cleric/fighter

ranger

rogue wizard arcane trickster

ranger wizard loremaster

We have the four classes, although no straight up of the four
 

Remove ads

Top