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General Tabletop Discussion
Character Builds & Optimization
Help me to optimize a party.
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<blockquote data-quote="Kithas" data-source="post: 6798358" data-attributes="member: 97587"><p>The first thing that comes to mind is that some classes even how you are playing wouldn't/shouldn't require a 'teacher' Sorcerer, warlock and even barbarian come to mind as they are more organic classes that come from who a character is not what he/she knows.</p><p></p><p>As far as your party goes, there's no game-breaking problem with not having a tank, it does mean that they will have to be much more tactics minded in fights and choosing what fights they pick. </p><p>If your players decide they do want a tank, monks, sorcerers even bards and clerics can all be played as tanks. You need 3 things to tank, HP, AC, and stickiness(basically a reason for the baddies to target you and not ignore you). Every class can have these things, largely it requires a heavy con investment, better armor/dex, and prioritizing spells that defend you (blur, shield, absorb elements, etc.)</p><p></p><p>Mello hit some very good points with advice for dming a group without a tank. I would echo what he said, give them options and ways to highlight their strengths. They won't be good at holding a hallway but they would be great as a flanking force in an army.</p><p></p><p>One last thing, remember that the game is meant to be fun. If your common practices/how you usually play isn't achieving this they need to be rethought. I'm not saying now is that time. What I am saying is that I have seen games ruined because the dm wanted an 'old-school' feel and the players didn't find that fun. Again, not saying this is the case I just felt it should be mentioned.</p></blockquote><p></p>
[QUOTE="Kithas, post: 6798358, member: 97587"] The first thing that comes to mind is that some classes even how you are playing wouldn't/shouldn't require a 'teacher' Sorcerer, warlock and even barbarian come to mind as they are more organic classes that come from who a character is not what he/she knows. As far as your party goes, there's no game-breaking problem with not having a tank, it does mean that they will have to be much more tactics minded in fights and choosing what fights they pick. If your players decide they do want a tank, monks, sorcerers even bards and clerics can all be played as tanks. You need 3 things to tank, HP, AC, and stickiness(basically a reason for the baddies to target you and not ignore you). Every class can have these things, largely it requires a heavy con investment, better armor/dex, and prioritizing spells that defend you (blur, shield, absorb elements, etc.) Mello hit some very good points with advice for dming a group without a tank. I would echo what he said, give them options and ways to highlight their strengths. They won't be good at holding a hallway but they would be great as a flanking force in an army. One last thing, remember that the game is meant to be fun. If your common practices/how you usually play isn't achieving this they need to be rethought. I'm not saying now is that time. What I am saying is that I have seen games ruined because the dm wanted an 'old-school' feel and the players didn't find that fun. Again, not saying this is the case I just felt it should be mentioned. [/QUOTE]
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