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General Tabletop Discussion
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Duplicating Classes in a Party
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<blockquote data-quote="Remathilis" data-source="post: 6177852" data-attributes="member: 7635"><p>Two fighters can absolutely work, esp. if they focus on different fighting styles (shield/defense, two-handed, mobile/spring attack, archery, etc). Having two bodies to spread the pain of combat across will really help your casters and rogues stay alive too. </p><p>Likewise, two sorcerers can work if you focus your magic on something different than the party sorcerer is (summons, illusion, charms, nuking, necromancy, etc). Just make sure you have a different bloodline. </p><p>Two clerics are a bit more redundant, but if your game features lots of combat/exploration, most groups will welcome extra healers. Another option is if one is built for the healer role, then the other can be more warpriest. Again, don't pick the same domains (charm and trickery is a different priest than war and nobility). </p><p>Two rogues tend towards redundancy, but it can be done. If one is a sneaker, the other can be socialite. Still, rogues aren't the best to double up on, unless you decide to go sneak-attack/flank nuts. </p><p>Rangers make good fighter substitutes; lighter armor, more skills, and one path focus but being one of the few classes in your options with exploration skills, it might be worth it. If the fighter is melee, an archer-ranger is a solid choice. </p><p>Likewise, a bard is still a solid choice as a support-caster and diplomancer. Doing a little healing, social skills, combat, buffing, and magic is not a bad thing in a larger group. </p><p></p><p>Really, its hard to be totally redundant mechanically unless both characters are exactly alike (aka both fighters are plate-and-greatsword users). Layer on feats and archetypes and its damn-near impossible.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6177852, member: 7635"] Two fighters can absolutely work, esp. if they focus on different fighting styles (shield/defense, two-handed, mobile/spring attack, archery, etc). Having two bodies to spread the pain of combat across will really help your casters and rogues stay alive too. Likewise, two sorcerers can work if you focus your magic on something different than the party sorcerer is (summons, illusion, charms, nuking, necromancy, etc). Just make sure you have a different bloodline. Two clerics are a bit more redundant, but if your game features lots of combat/exploration, most groups will welcome extra healers. Another option is if one is built for the healer role, then the other can be more warpriest. Again, don't pick the same domains (charm and trickery is a different priest than war and nobility). Two rogues tend towards redundancy, but it can be done. If one is a sneaker, the other can be socialite. Still, rogues aren't the best to double up on, unless you decide to go sneak-attack/flank nuts. Rangers make good fighter substitutes; lighter armor, more skills, and one path focus but being one of the few classes in your options with exploration skills, it might be worth it. If the fighter is melee, an archer-ranger is a solid choice. Likewise, a bard is still a solid choice as a support-caster and diplomancer. Doing a little healing, social skills, combat, buffing, and magic is not a bad thing in a larger group. Really, its hard to be totally redundant mechanically unless both characters are exactly alike (aka both fighters are plate-and-greatsword users). Layer on feats and archetypes and its damn-near impossible. [/QUOTE]
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