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<blockquote data-quote="FrogReaver" data-source="post: 9466446" data-attributes="member: 6795602"><p>when it comes to adventure modules I think it’s solid advice. With a dm running custom adventures he can adapt to whatever party you throw at him just fine.</p><p></p><p>IMO. An ideal party needs to have:</p><ul> <li data-xf-list-type="ul">good single target damage capabilities</li> <li data-xf-list-type="ul">good aoe capabilities (control or damage or both is fine, some of which ideally is party friendly).</li> <li data-xf-list-type="ul">About half the party best from range and half best from melee (characters that can switch between range and melee are good additions, also the characters on melee should have good defensive measures)</li> <li data-xf-list-type="ul">Party should have some healing, temp hp, or other defensive abilities that can be used on an ally.</li> <li data-xf-list-type="ul">Party needs ways to handle negative conditions, whether that’s saving throw buffs, rerolls or actions/spells to end them.</li> <li data-xf-list-type="ul">Party needs diverse out of combat capabilities. (Skills being the least important - great for character identity though - though highly recommend focus on characters using different primary stats for good skill diversity).</li> </ul><p>Parties built as the book suggests should cover these bases well.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9466446, member: 6795602"] when it comes to adventure modules I think it’s solid advice. With a dm running custom adventures he can adapt to whatever party you throw at him just fine. IMO. An ideal party needs to have: [LIST] [*]good single target damage capabilities [*]good aoe capabilities (control or damage or both is fine, some of which ideally is party friendly). [*]About half the party best from range and half best from melee (characters that can switch between range and melee are good additions, also the characters on melee should have good defensive measures) [*]Party should have some healing, temp hp, or other defensive abilities that can be used on an ally. [*]Party needs ways to handle negative conditions, whether that’s saving throw buffs, rerolls or actions/spells to end them. [*]Party needs diverse out of combat capabilities. (Skills being the least important - great for character identity though - though highly recommend focus on characters using different primary stats for good skill diversity). [/LIST] Parties built as the book suggests should cover these bases well. [/QUOTE]
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