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General Tabletop Discussion
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Party optimisation vs Character optimisation
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<blockquote data-quote="DaveDash" data-source="post: 6550141" data-attributes="member: 6786202"><p>The Lore Bard + Abjurer + Paladin + Light Cleric party has a lot of synergy, but this is mostly caster synergy. This is why I think casters at higher levels are better than non casters. Non caster types tend to be individually very strong.</p><p></p><p>They can enable the Paladin to do ridiculous amounts of damage through Hold spells.</p><p>They can all help each other to mitigate attacks (Arcane Ward, Warding Flare, and Cutting Words).</p><p>They have bloody good saving throws in the Paladin aura and with bless.</p><p>They can do a lot of AoE damage very fast dropping large numbers of enemies.</p><p></p><p>Out of combat the Bard and Wizard's familiar make great scouts, the Wizard can disarm magical traps, and the Bard can handle mechanical traps. The Bard also has some great travel and utility spells gained through magical secrets which makes them hard to wrest the strategic initiative from.</p><p></p><p>In social situations they also do very well, I've had two encounters now where the Bard has turned hostile NPC's friendly by making a DC of 30 and changing the course of the adventure.</p><p></p><p>All around, I rate this party composition *very* highly. They are good all round.</p><p></p><p>One Barbarian arch-type though that I liked a lot was the super tank Barbarian. Hill Dwarf + Totem of the Bear abilities. He can run in and do respectable damage, but be a very tough opponent to take down, and can "control the battlefield" in a sort. I like him backed up with a lot of ranged power. </p><p>I also like the idea of him being backed up by a pole-arm master Fighter with sentinel, but I haven't tested this combination yet. I think I'll put that next on my list.</p><p></p><p>I won't use a frenzy Barbarian again, even though he can do some seriously good damage (especially on a crit + half Orc). He just doesn't have enough things he can do to help the party for when things start getting rough. </p><p></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Unless you go crazy I haven't found this to be much of a problem (again with spell caster heavy groups), because they can wall of force or do things that enables them to get away (again, another reason I rate the Wizard way above the Sorcerer).</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">I actually find the encounter guidelines to be pretty good these days.</span></p><p><span style="color: #000000"></span><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="DaveDash, post: 6550141, member: 6786202"] The Lore Bard + Abjurer + Paladin + Light Cleric party has a lot of synergy, but this is mostly caster synergy. This is why I think casters at higher levels are better than non casters. Non caster types tend to be individually very strong. They can enable the Paladin to do ridiculous amounts of damage through Hold spells. They can all help each other to mitigate attacks (Arcane Ward, Warding Flare, and Cutting Words). They have bloody good saving throws in the Paladin aura and with bless. They can do a lot of AoE damage very fast dropping large numbers of enemies. Out of combat the Bard and Wizard's familiar make great scouts, the Wizard can disarm magical traps, and the Bard can handle mechanical traps. The Bard also has some great travel and utility spells gained through magical secrets which makes them hard to wrest the strategic initiative from. In social situations they also do very well, I've had two encounters now where the Bard has turned hostile NPC's friendly by making a DC of 30 and changing the course of the adventure. All around, I rate this party composition *very* highly. They are good all round. One Barbarian arch-type though that I liked a lot was the super tank Barbarian. Hill Dwarf + Totem of the Bear abilities. He can run in and do respectable damage, but be a very tough opponent to take down, and can "control the battlefield" in a sort. I like him backed up with a lot of ranged power. I also like the idea of him being backed up by a pole-arm master Fighter with sentinel, but I haven't tested this combination yet. I think I'll put that next on my list. I won't use a frenzy Barbarian again, even though he can do some seriously good damage (especially on a crit + half Orc). He just doesn't have enough things he can do to help the party for when things start getting rough. [COLOR=#000000] Unless you go crazy I haven't found this to be much of a problem (again with spell caster heavy groups), because they can wall of force or do things that enables them to get away (again, another reason I rate the Wizard way above the Sorcerer). I actually find the encounter guidelines to be pretty good these days. [/COLOR][COLOR=#000000] [/COLOR] [/QUOTE]
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