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*Pathfinder & Starfinder
Holy cow my party has 3 strikers in it
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<blockquote data-quote="GenghisDon" data-source="post: 4808253" data-attributes="member: 29824"><p>I haven't actually played many different groups yet, my players have Eladrin Tac warlord, Tiefling Star pact warlock, Dwarf Paladin, Human Orb Wizard, Human Brutal Scoundrel, Elf Archer Ranger, Human Cleric of Bahamut. The strikers all seem pretty good, though with the healing available it's hard for me to say how they would do if the beatings they take, stuck. On the positive side, I have been pleasantly suprised with the combats being pretty fast, even if all the various initiatives give me a headache after 6 hours or so. Generally 5 or 6 play at a time. 2 strikers were always present. We roll scores (all late 30's+ year old grognards) so some chr have some odd or redundant stats & most are a bit stronger than the standard points method overall. </p><p> </p><p>I suspect the all striker crew would be fine vs most encounters, but some might really mess them up. A little judicious use of Multi class feats to pick up a little healing or more tricks, just in case, would probably cover the holes, along with some picks for anti-minion duty. The strikers seem well set to adventure, covering even things like skills very easily. I might be wrong about multi-class usefulness due to our score method...</p><p> </p><p>I have to say that the wizard, despite being a cookie-cutter "killer" build with rediculous scores(high everything), is the least effective, everyone laughs at his "magical might". And I use lots of minions. Seems weird, but he always played casters due to his infamous bad luck. Now that he rolls for spell success...well, it hasn't been pretty.</p></blockquote><p></p>
[QUOTE="GenghisDon, post: 4808253, member: 29824"] I haven't actually played many different groups yet, my players have Eladrin Tac warlord, Tiefling Star pact warlock, Dwarf Paladin, Human Orb Wizard, Human Brutal Scoundrel, Elf Archer Ranger, Human Cleric of Bahamut. The strikers all seem pretty good, though with the healing available it's hard for me to say how they would do if the beatings they take, stuck. On the positive side, I have been pleasantly suprised with the combats being pretty fast, even if all the various initiatives give me a headache after 6 hours or so. Generally 5 or 6 play at a time. 2 strikers were always present. We roll scores (all late 30's+ year old grognards) so some chr have some odd or redundant stats & most are a bit stronger than the standard points method overall. I suspect the all striker crew would be fine vs most encounters, but some might really mess them up. A little judicious use of Multi class feats to pick up a little healing or more tricks, just in case, would probably cover the holes, along with some picks for anti-minion duty. The strikers seem well set to adventure, covering even things like skills very easily. I might be wrong about multi-class usefulness due to our score method... I have to say that the wizard, despite being a cookie-cutter "killer" build with rediculous scores(high everything), is the least effective, everyone laughs at his "magical might". And I use lots of minions. Seems weird, but he always played casters due to his infamous bad luck. Now that he rolls for spell success...well, it hasn't been pretty. [/QUOTE]
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Holy cow my party has 3 strikers in it
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