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General Tabletop Discussion
*Pathfinder & Starfinder
need advice on what makes a worthy party.
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<blockquote data-quote="Shin Okada" data-source="post: 2658054" data-attributes="member: 1956"><p>6-men party is solid and tough. Much better than 4-men party. So basically, you don't need to worry much about party configuration.</p><p></p><p>Still, I suggest to include those classes/abilities if you challenge published adventures.</p><p></p><p>1. Someone who can find and disable traps.</p><p></p><p>You already have Ninja. Just be sure he always has enough ranks in Search and Disable Device skills.</p><p></p><p>2. Medic</p><p></p><p>At least one full-level cleric, or multiple characters who can cast cure spells. Your party has only one weak healer (paladin) and it may be a little bit dangerous. Paladins and Rangers can use Wand of Cure Light Wounds even if they cannot yet actually cast those spells. So having another such character may help at lower level. But still, I suggest you guys to include at least one better healer.</p><p></p><p>3. At least one full-level spell caster, preferably, a cleric.</p><p></p><p>In my experience, writers of adventures assume that the party has at least one full-level (I men not multiclassed) spell caster. Especially a cleric. I mean, when that adventure is assuming 5th-level PCs, that adventure may require Water Breathing, a 3rd-level spell. Or, the adventure is assuming that at least one member in the party can cast Dispel Magic at full-caster level. Not every writers do this. But some do. </p><p> </p><p>4. Someone who has Survival skill ranks and Track feat.</p><p></p><p>In many adventure, some important clues can be found only by someone with Track feat. Also, in some adventures, Survival skill may indeed save the entire party.</p><p></p><p>5. Someone who can negotiate.</p><p></p><p>There is always alternative to fighting.</p><p></p><p>And, if you have chosen Monk. I warn you. It can be a hard way. Monk is, while looks interesting, considered to be one of the least well-designed class.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 2658054, member: 1956"] 6-men party is solid and tough. Much better than 4-men party. So basically, you don't need to worry much about party configuration. Still, I suggest to include those classes/abilities if you challenge published adventures. 1. Someone who can find and disable traps. You already have Ninja. Just be sure he always has enough ranks in Search and Disable Device skills. 2. Medic At least one full-level cleric, or multiple characters who can cast cure spells. Your party has only one weak healer (paladin) and it may be a little bit dangerous. Paladins and Rangers can use Wand of Cure Light Wounds even if they cannot yet actually cast those spells. So having another such character may help at lower level. But still, I suggest you guys to include at least one better healer. 3. At least one full-level spell caster, preferably, a cleric. In my experience, writers of adventures assume that the party has at least one full-level (I men not multiclassed) spell caster. Especially a cleric. I mean, when that adventure is assuming 5th-level PCs, that adventure may require Water Breathing, a 3rd-level spell. Or, the adventure is assuming that at least one member in the party can cast Dispel Magic at full-caster level. Not every writers do this. But some do. 4. Someone who has Survival skill ranks and Track feat. In many adventure, some important clues can be found only by someone with Track feat. Also, in some adventures, Survival skill may indeed save the entire party. 5. Someone who can negotiate. There is always alternative to fighting. And, if you have chosen Monk. I warn you. It can be a hard way. Monk is, while looks interesting, considered to be one of the least well-designed class. [/QUOTE]
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