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Best party for BD&D dungeon crawling
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<blockquote data-quote="Wik" data-source="post: 5230395" data-attributes="member: 40177"><p>If we're going for optimal, here's my vote:</p><p></p><p>1. Elf</p><p>2. Elf</p><p>3. Magic-User</p><p>4. Dwarf</p><p>5. Thief</p><p>6. Cleric</p><p></p><p>Here's why: you have three arcane casters, and two of those arcane casters can sub in as a fighter, and have dark vision (always a plus). If they share their spellbooks (and why wouldn't they?) you can make sure everyone's got a good mix of combat and non-combat spells. I'd make sure the mage carries the lion's share of fighting spells.</p><p></p><p>The dwarf is your subbed-in fighter, with the advantage of darkvision. Granted, he'll be levelling a bit slower, but that's okay - his main goal is just to keep the bad guy's away from the softer people, but you'll have a fair share of frontliners, so presumably attacks will be split up.</p><p></p><p>Your thief is there to help extend the party's duration in the dungeon (because there will be fewer uses of wizardly spells to bypass dungeon obstacles). While thieves can be kind of useless, the fact is that they level quickly, and can use any weapon - I have frequently seen thieves in BECMI hit level 3 or 4 before the rest of the group hits 2nd, meaning they have the highest THAC0, and dish out the most damage... and often have more HP, too. And thieves usually make GREAT archers. Just don't use them for finding/removing traps, or they'll turn to goo.</p><p></p><p>As for the cleric - they're good to have for protective purposes, but I wouldn't focus too much on healing spells... protective AC boosts are better, and hope to god you find plenty of healing potions.</p></blockquote><p></p>
[QUOTE="Wik, post: 5230395, member: 40177"] If we're going for optimal, here's my vote: 1. Elf 2. Elf 3. Magic-User 4. Dwarf 5. Thief 6. Cleric Here's why: you have three arcane casters, and two of those arcane casters can sub in as a fighter, and have dark vision (always a plus). If they share their spellbooks (and why wouldn't they?) you can make sure everyone's got a good mix of combat and non-combat spells. I'd make sure the mage carries the lion's share of fighting spells. The dwarf is your subbed-in fighter, with the advantage of darkvision. Granted, he'll be levelling a bit slower, but that's okay - his main goal is just to keep the bad guy's away from the softer people, but you'll have a fair share of frontliners, so presumably attacks will be split up. Your thief is there to help extend the party's duration in the dungeon (because there will be fewer uses of wizardly spells to bypass dungeon obstacles). While thieves can be kind of useless, the fact is that they level quickly, and can use any weapon - I have frequently seen thieves in BECMI hit level 3 or 4 before the rest of the group hits 2nd, meaning they have the highest THAC0, and dish out the most damage... and often have more HP, too. And thieves usually make GREAT archers. Just don't use them for finding/removing traps, or they'll turn to goo. As for the cleric - they're good to have for protective purposes, but I wouldn't focus too much on healing spells... protective AC boosts are better, and hope to god you find plenty of healing potions. [/QUOTE]
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