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Scaling to small party size
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<blockquote data-quote="Victim" data-source="post: 4304439" data-attributes="member: 78"><p>The ability to heal as a minor action on a per encounter basis - ie, the leader class - is a huge deal. </p><p></p><p>To put things simply, most characters can deal decent damage. Many characters will be able to spend the feats to get a good AC - a warlord or melee cleric can end up in Scale without too much trouble. Even a wizard can end up with decent AC with Leather armor and high INT. But healing powers are harder to substitute for.</p><p></p><p>For a small group, I'd start with melee leader with armor or shield feats for tanking and healing power, and then add characters from there.</p><p></p><p>Our 15th level group with a Fey Warlock, controller type wizard, and spear+shield fighter was having a lot of trouble too. When the group's only per encounter heals (Second Winds) are 1 per person and take a standard action to use, every point of damage is painful. And defender based strategies and defensive tactics from other characters can actually be a huge problem, since the tank is still only healing once. If someone isn't taking any damage, then the group basically has only 2/3rds of their healing ability.</p><p></p><p>Also, having fewer characters is going be especially problematic at low levels. At higher levels, you can make encounters with several lower enemies instead a few equal level guys. At level one or two, you're already pretty much at the floor. Similarly, at very high levels, there will also be trouble because of the proportion of elites and solos.</p></blockquote><p></p>
[QUOTE="Victim, post: 4304439, member: 78"] The ability to heal as a minor action on a per encounter basis - ie, the leader class - is a huge deal. To put things simply, most characters can deal decent damage. Many characters will be able to spend the feats to get a good AC - a warlord or melee cleric can end up in Scale without too much trouble. Even a wizard can end up with decent AC with Leather armor and high INT. But healing powers are harder to substitute for. For a small group, I'd start with melee leader with armor or shield feats for tanking and healing power, and then add characters from there. Our 15th level group with a Fey Warlock, controller type wizard, and spear+shield fighter was having a lot of trouble too. When the group's only per encounter heals (Second Winds) are 1 per person and take a standard action to use, every point of damage is painful. And defender based strategies and defensive tactics from other characters can actually be a huge problem, since the tank is still only healing once. If someone isn't taking any damage, then the group basically has only 2/3rds of their healing ability. Also, having fewer characters is going be especially problematic at low levels. At higher levels, you can make encounters with several lower enemies instead a few equal level guys. At level one or two, you're already pretty much at the floor. Similarly, at very high levels, there will also be trouble because of the proportion of elites and solos. [/QUOTE]
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