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How to balance 3 man party?
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<blockquote data-quote="Klaus" data-source="post: 4016391" data-attributes="member: 607"><p>A 3.x group has 9 roles to fill:</p><p></p><p>9 roles.</p><p></p><p>Primary Combat: High BAB, High AC, High hp, High damage output</p><p>Secondary Combat: Helps Primary Combat</p><p>Opportunistic Combat: Archery or mobility oriented, but low staying power</p><p>Magic Artillery: Big BOOM spells</p><p>Support Magic: Buffs, counterspells, divination, transport</p><p>Reconaissance: Sneaks around and/or asks questions, wilderness survival, avoids party being surprised</p><p>Healing: Cure wounds, removes poison, dispels adverse effects</p><p>Trap-dealing: Finds and disarms traps, mundane and magical</p><p>Undead-dealing: Turns undead and/or protects party from undead abilities</p><p></p><p>Your party has:</p><p>human wizard/psion - Magic Artillery, Support Magic, Reconnaissance (in varying degrees based on how he balances the two classes, as psion has more Recon stuff and wizard is more Artillery/Support)</p><p></p><p>whisper gnome rouge/sneak-attack thrower - Opportunistic Combat, Reconnaissance and Trap-Dealing (with the usual skill allotments)</p><p></p><p>raptoran paladin/fighter - Seems like Primary Combat, with just a tiny bit of Healing and Undead-dealing (both already small in Paladin, even smaller from Fighter levels). Of course, this is assuming he goes for the tank route. If he focus on the racial advantages of a raptoran (i.e., flight + ranged), he becomes Opportunistic Combat.</p><p></p><p>So of all roles, your party seems to lack Secondary Combat (as neither the wiz/psion nor the gnome can withstand melee), some Healing and Undead-Dealing. A lot also hinges on the build of the wiz/psion.</p><p></p><p>Use Reserve Points (UA), the First Aid rules from Star Wars Saga Edition, go easy on the undead and throw in some three-dimensional combats that will let the raptoran spread his wings.</p></blockquote><p></p>
[QUOTE="Klaus, post: 4016391, member: 607"] A 3.x group has 9 roles to fill: 9 roles. Primary Combat: High BAB, High AC, High hp, High damage output Secondary Combat: Helps Primary Combat Opportunistic Combat: Archery or mobility oriented, but low staying power Magic Artillery: Big BOOM spells Support Magic: Buffs, counterspells, divination, transport Reconaissance: Sneaks around and/or asks questions, wilderness survival, avoids party being surprised Healing: Cure wounds, removes poison, dispels adverse effects Trap-dealing: Finds and disarms traps, mundane and magical Undead-dealing: Turns undead and/or protects party from undead abilities Your party has: human wizard/psion - Magic Artillery, Support Magic, Reconnaissance (in varying degrees based on how he balances the two classes, as psion has more Recon stuff and wizard is more Artillery/Support) whisper gnome rouge/sneak-attack thrower - Opportunistic Combat, Reconnaissance and Trap-Dealing (with the usual skill allotments) raptoran paladin/fighter - Seems like Primary Combat, with just a tiny bit of Healing and Undead-dealing (both already small in Paladin, even smaller from Fighter levels). Of course, this is assuming he goes for the tank route. If he focus on the racial advantages of a raptoran (i.e., flight + ranged), he becomes Opportunistic Combat. So of all roles, your party seems to lack Secondary Combat (as neither the wiz/psion nor the gnome can withstand melee), some Healing and Undead-Dealing. A lot also hinges on the build of the wiz/psion. Use Reserve Points (UA), the First Aid rules from Star Wars Saga Edition, go easy on the undead and throw in some three-dimensional combats that will let the raptoran spread his wings. [/QUOTE]
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