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<blockquote data-quote="LightPhoenix" data-source="post: 5199542" data-attributes="member: 115"><p>I played in a small group (3 players) and currently DM the same.</p><p></p><p>My biggest recommendation is to read Stalker0's excellent guide to grind <a href="http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html" target="_blank">here</a>. A lot of the issues that three players have with economy of actions can be (IMO) ameliorated simply by eliminating Soldiers.</p><p></p><p>If you have a Leader, healing will <em>never</em> be a problem, since it only needs to be spread out among three characters. This is especially true if one of the other characters has access to some self-healing.</p><p></p><p>Companion characters are up to the players; personally I'm less than thrilled with them myself. Your mileage may vary.</p><p></p><p>Out first group was Fighter/Wizard/Cleric. Both the Wizard (me) and the Cleric were built fairly defensively, and the Fighter was fairly Striker-y. The biggest problem with the group was we had a really tough time dealing large amounts of damage, especially the longer a fight lasted. The good thing was that we were <em>very</em> hard to drop - the only time we had a PC fall unconscious was fighting Irontooth in KotS.</p><p></p><p>The group I DM is Ranger/Avenger/Bard. Obviously this was a reaction to the last group - they have <em>no</em> problems killing enemies. They're highly mobile and making lots of attacks. After all, a good offense is the best defense. Their biggest weakness is that they're brittle; when I do manage to land a hit, it's pretty bad. The Avenger gets the worst of it having to be in melee. It's especially bad if they're in close quarters and can't move around.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 5199542, member: 115"] I played in a small group (3 players) and currently DM the same. My biggest recommendation is to read Stalker0's excellent guide to grind [URL="http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html"]here[/URL]. A lot of the issues that three players have with economy of actions can be (IMO) ameliorated simply by eliminating Soldiers. If you have a Leader, healing will [I]never[/I] be a problem, since it only needs to be spread out among three characters. This is especially true if one of the other characters has access to some self-healing. Companion characters are up to the players; personally I'm less than thrilled with them myself. Your mileage may vary. Out first group was Fighter/Wizard/Cleric. Both the Wizard (me) and the Cleric were built fairly defensively, and the Fighter was fairly Striker-y. The biggest problem with the group was we had a really tough time dealing large amounts of damage, especially the longer a fight lasted. The good thing was that we were [I]very[/I] hard to drop - the only time we had a PC fall unconscious was fighting Irontooth in KotS. The group I DM is Ranger/Avenger/Bard. Obviously this was a reaction to the last group - they have [I]no[/I] problems killing enemies. They're highly mobile and making lots of attacks. After all, a good offense is the best defense. Their biggest weakness is that they're brittle; when I do manage to land a hit, it's pretty bad. The Avenger gets the worst of it having to be in melee. It's especially bad if they're in close quarters and can't move around. [/QUOTE]
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