Eridanis
Bard 7/Mod (ret) 10/Mgr 3
I was reading the Halmae SH on the train this morning, and started thinking about the optimal class mix for a party of more than four characters.
We all know that D&D 3E was optimized for four characters per party, but in the five or so 3E campaigns I've been in, I can't say there've ever been less than six characters.
For instance, in the game I currently play in, we have a paladin and a fighter (played by the same player), a sorcerer, a samurai, a rogue, and a wizard and cleric (both played by me). Seven characters for five players, and while we're challenged quite a bit (we're playing through Bloodstone right now), it makes for a very effective mix.
Just for the sake of argument, if we assume fighter, cleric, rogue and wizard for the first four characters, what else would you add? I'd say a paladin would be fifth (another front-line fighter with healing capabilties); a sorcerer or warmage sixth (for extra whammy, allowing the wizard to take more utility and crowd control spells); and perhaps a druid seventh (more healing and nature-based mojo).
It goes without saying that there are many happy and effective parties that don't go with the basic four to build on, but for the sake of discussion, what would you add to the basic four to enlarge a party?
We all know that D&D 3E was optimized for four characters per party, but in the five or so 3E campaigns I've been in, I can't say there've ever been less than six characters.
For instance, in the game I currently play in, we have a paladin and a fighter (played by the same player), a sorcerer, a samurai, a rogue, and a wizard and cleric (both played by me). Seven characters for five players, and while we're challenged quite a bit (we're playing through Bloodstone right now), it makes for a very effective mix.
Just for the sake of argument, if we assume fighter, cleric, rogue and wizard for the first four characters, what else would you add? I'd say a paladin would be fifth (another front-line fighter with healing capabilties); a sorcerer or warmage sixth (for extra whammy, allowing the wizard to take more utility and crowd control spells); and perhaps a druid seventh (more healing and nature-based mojo).
It goes without saying that there are many happy and effective parties that don't go with the basic four to build on, but for the sake of discussion, what would you add to the basic four to enlarge a party?