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General Tabletop Discussion
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Party optimisation vs Character optimisation
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<blockquote data-quote="Celtavian" data-source="post: 6550353" data-attributes="member: 5834"><p>The vengeance paladin is what I have experience with. Their ability to gain advantage for tough opponents is pretty nice. The reality is that you can't go wrong with a paladin. The only way to make them weak is to play them badly. Every single paladin archetype is pretty strong in the right situation. Greenknight against casters. First archetype against stuff <em>magic circle</em> protects against. Vengeance paladin for straight up killing a single strong creature. Paladin is one of the strongest overcall classes in the game. </p><p></p><p>I like the wizard period. It's a very good class. So much to do with it. It's why I've always been attracted to the class. You have your core useful abilities you need to support your party. Then you get to have fun figuring out ways to use odd spells effectively. Diviner and Abjurer are probably the most potent defensive combinations. I like Transmuter and Evoker as well. That little stone can come in handy. The evoker abilities allow some nice bursts of damage and allow you to straight up nuke on top of you party. I like when you can nuke without having to worry about damaging your mates.</p><p></p><p>I like the barbarian/fighter multiclass for tanking. You have rage for the big fights. Reckless means you almost always hit for high damage. Danger Sense allows you to make Dex saves against dangerous effect allowing you to spend a feat on resilient con giving you pretty well rounded saves. Battlemaster or Eldritch Knight offer some nice combat boosting ability or defensive flexibility. </p><p></p><p>There's lots of fun, effective combinations in 5E. Figuring out how best to use them in a party environment is huge fun.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6550353, member: 5834"] The vengeance paladin is what I have experience with. Their ability to gain advantage for tough opponents is pretty nice. The reality is that you can't go wrong with a paladin. The only way to make them weak is to play them badly. Every single paladin archetype is pretty strong in the right situation. Greenknight against casters. First archetype against stuff [I]magic circle[/I] protects against. Vengeance paladin for straight up killing a single strong creature. Paladin is one of the strongest overcall classes in the game. I like the wizard period. It's a very good class. So much to do with it. It's why I've always been attracted to the class. You have your core useful abilities you need to support your party. Then you get to have fun figuring out ways to use odd spells effectively. Diviner and Abjurer are probably the most potent defensive combinations. I like Transmuter and Evoker as well. That little stone can come in handy. The evoker abilities allow some nice bursts of damage and allow you to straight up nuke on top of you party. I like when you can nuke without having to worry about damaging your mates. I like the barbarian/fighter multiclass for tanking. You have rage for the big fights. Reckless means you almost always hit for high damage. Danger Sense allows you to make Dex saves against dangerous effect allowing you to spend a feat on resilient con giving you pretty well rounded saves. Battlemaster or Eldritch Knight offer some nice combat boosting ability or defensive flexibility. There's lots of fun, effective combinations in 5E. Figuring out how best to use them in a party environment is huge fun. [/QUOTE]
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