Fun with party creation

brehobit

Explorer
OK,
So no one really spoke to anyone else about party creation for our new game. Typically we have a LOT of hand-to-hand warrior types, and I mentioned that someone should be able to do the range thing. What we've got is:
1 Wu-jen
1 Paladin archer.
2 warlocks.

Dude, this will be interesting. Running RHoD from first level (so some adventures to get them up to 6th, perhaps with skipping a few levels in between as I don't have time to _write_ a whole bunch of stuff and RHoD is better than what I could write).

It will be a fun night. I'm not changing the adventure I've prepared, but I think they will do okay. The untyped damage from the warlocks will get around the DR on the zombie-like baddies (who have a touch AC of 8 to 10!). But once they close it could get ugly. Running this party in RHoD will be pretty scary though.

mark

mark
 

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I like unusual parties like this. It can make players think and use their characters a little better since then have to compensate for a lack of something. Of course they could also just not change tactics until its too late and get a TPK.
 

Crothian said:
I like unusual parties like this. It can make players think and use their characters a little better since then have to compensate for a lack of something. Of course they could also just not change tactics until its too late and get a TPK.

In this case it's a lack of healing, a lack of a skill-monster and a lack of a hand-to-hand combat specialist. That's what, 3 of the 4 main classes?

I agree, it should be a hoot. I think they'll do well. The Wu-jen will be out (player sick) but either he'll be an NPC or we'll do it with three.

Mark
 

Interesting party.

The one meat shield better eat his wheaties and be a nice big lad, cause if the party doesn't consistently win on initative, all the monster 'loving' is coming his way.

Tactics to get and maintain standoff distance is going to be key. The party will work (I have seen several parties with only one meat shield) but they are going to have to be creative. Beware the grapplers but that goes without saying given the party composition.
 

The lack of healing might make the game a little boing especially if they have to retreat back and spend a week healing up natureally. But after a few levels the Warlocks can get a good UMD skill and make good use of wands. The skills thing may be an issue with traps and locks but I always thought it was the weakest need of the 4 main classes. And the combat, they will just have to be smart and see what works for them.
 

Forget the lack of healing. Just tell your DM to allow you to purchase healing potions. They essentially then replace the cleric anyways and the DM can also "control" the amount of party wealth as necessary ;) There shouldn't be any reason why any D&D party MUST have a cleric to be able to have fun. AFAIAC, healing potions should be listed as standard items in the PHB just like tindertwigs and whatnot.

As for player-smartz..get used to hiring/charming fodder as your front lines. Just like in Keep on the Borderlands...hire NPC's!



jh
 

Well, we played tonight. It went pretty well. The paladin was very effective in HtH and ranged. The warlocks did pretty well. The wu-jen was played by a stand in (12 year old?) and was less than truely effective.

They are pretty darn deadly at range.

Mark
 

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