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General Tabletop Discussion
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Is there a general theory of party construction?
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<blockquote data-quote="jgsugden" data-source="post: 8544832" data-attributes="member: 2629"><p>There are too many factors that change between games for there to be a general theory that really matters, but in my experience, the rules most groups tend to follow include: </p><p></p><p>1.) Don't step on toes. If someone is playing an arcane spellcaster, most groups won't add a second if there is another option. However, what constitutes stepping on toes is subjective. A wizaard and a sorcerer may be seen as stepping on each other's toes, while an archer Gloomstalker Ranger and a Two Handed Melee Gloomstalker Ranger may not. </p><p>2.) Have a healer. This isn't really necessary anymore, but most groups want it.</p><p>3.) Have a front line. Most groups of 3 or more PCs look to have at least 2 PCs with durability.</p><p>4.) Have a sneaky PC. Again, not really necessary in 5E, but I've heard a lot of people ask if there is a rogue before selecting their class.</p><p>5.) Have a face. In the 5E era, I hear more people ask about who is oing to be the leader/face/negotiator in the party. </p><p></p><p>One PC may fill multiple of these roles. A dex based paladin can be 2 through 5 all by themself, for example.</p><p></p><p>These rules have different weight in different games. If you're hacking and slashing through a Megadungeon, PCs may have less need of a face. If you have a bunch of arcane spellcasters, stealth PCs may not be necessary for opening locks or hiding. </p><p></p><p>While most groups do not consider the following, they're things I consider when parties are being formed and I may lean into filling these gaps if not already filled:</p><p></p><p>1.) Do we have someone that can use magic to gather information (augury, arcane eye, divination, etc...)?</p><p>2.) Do we have a ritual spellcaster that can detect magic, identify, and tiny hut?</p><p>3.) Do we have a controller that can stop enemies (sleep, banishment, hold monster, etc...)?</p><p>4.) Do we have a storyline interwoven backstory to help the DM align the group to the adventure?</p><p>5.) Do we have comic relief / chaos?</p><p>[Edit] 6.) Do we have a sage with high intelligence skills or other access to lore and information?</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8544832, member: 2629"] There are too many factors that change between games for there to be a general theory that really matters, but in my experience, the rules most groups tend to follow include: 1.) Don't step on toes. If someone is playing an arcane spellcaster, most groups won't add a second if there is another option. However, what constitutes stepping on toes is subjective. A wizaard and a sorcerer may be seen as stepping on each other's toes, while an archer Gloomstalker Ranger and a Two Handed Melee Gloomstalker Ranger may not. 2.) Have a healer. This isn't really necessary anymore, but most groups want it. 3.) Have a front line. Most groups of 3 or more PCs look to have at least 2 PCs with durability. 4.) Have a sneaky PC. Again, not really necessary in 5E, but I've heard a lot of people ask if there is a rogue before selecting their class. 5.) Have a face. In the 5E era, I hear more people ask about who is oing to be the leader/face/negotiator in the party. One PC may fill multiple of these roles. A dex based paladin can be 2 through 5 all by themself, for example. These rules have different weight in different games. If you're hacking and slashing through a Megadungeon, PCs may have less need of a face. If you have a bunch of arcane spellcasters, stealth PCs may not be necessary for opening locks or hiding. While most groups do not consider the following, they're things I consider when parties are being formed and I may lean into filling these gaps if not already filled: 1.) Do we have someone that can use magic to gather information (augury, arcane eye, divination, etc...)? 2.) Do we have a ritual spellcaster that can detect magic, identify, and tiny hut? 3.) Do we have a controller that can stop enemies (sleep, banishment, hold monster, etc...)? 4.) Do we have a storyline interwoven backstory to help the DM align the group to the adventure? 5.) Do we have comic relief / chaos? [Edit] 6.) Do we have a sage with high intelligence skills or other access to lore and information? [/QUOTE]
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