Zardnaar
Legend
My current group for the most part all went dex based mellee. The party make up.
Battlemaster Fighter
Mastermind Rogue
Shadowdancer Monk
Hunter Ranger
Light Cleric
Not exactly the most powerful subclasses used. I have been running some AD&D modules and they tend to have generous amounts of loot I tone down a bit.
A staff of striking managed to sneak through and there is a big difference between an AD&D one and the 5E one. The monk ended up with it around level 6.
The Rogue ended up with a +3 longsword that could cast heal and lesser restoration 1/week and I gave it the finesse ability so the PC's could use it due to magical rapiers being unheard of in prepublished adventures.
Ranger has +1 bow. We require magical ammunition to bypass resistances and immunity.
Fighter has a +2 shortsword of speed.
So some fairly powerful items at level 10 but due to having less optimal PC it sems fine and has that AD&D feel. I basically rewarded them for not breaking the game.
Battlemaster Fighter
Mastermind Rogue
Shadowdancer Monk
Hunter Ranger
Light Cleric
Not exactly the most powerful subclasses used. I have been running some AD&D modules and they tend to have generous amounts of loot I tone down a bit.
A staff of striking managed to sneak through and there is a big difference between an AD&D one and the 5E one. The monk ended up with it around level 6.
The Rogue ended up with a +3 longsword that could cast heal and lesser restoration 1/week and I gave it the finesse ability so the PC's could use it due to magical rapiers being unheard of in prepublished adventures.
Ranger has +1 bow. We require magical ammunition to bypass resistances and immunity.
Fighter has a +2 shortsword of speed.
So some fairly powerful items at level 10 but due to having less optimal PC it sems fine and has that AD&D feel. I basically rewarded them for not breaking the game.