Libramarian
Adventurer
Everything after the ablity scores is all the same text for all 5 PCs?

Everything after the ablity scores is all the same text for all 5 PCs?
That cracked me up. I thought for a second you were all playing lithe yet voluptuous blondes on purpose.
Hmm... Not sure what I can bring to the table, since having the 6-8 encounter adventuring day is the greatest obstacle in the first place.
My stance is that since you can seldom force so many encounters on the party against their will, the encounter guidelines become such weaksauce. Flamestrike did recently agree with me one solution is to change the resting rules to wrest away control from the players, but that solution (which is a true solution) seems to be incredibly unpopular otherwise.
Regarding party composition, how about two sharpshooter/crossbow expert fighters (that function equally well at 0 feet as 120 feet) and two warlocks for starters?
Minimize long rest dependency and increase chance for several "mini novas" during one and the same day. A single warlock is horribly constrained; two can share the load. Its not like 5E needs specialized wizards like past editions anyway.
Then I guess the Paladin is too good to pass up, so he takes fifth spot.
All builds obviously get Perception and try to not suck at Stealth.
Suppose you make that your characters' initial response to the wizard's offer? The wizard could reasonably apologise and retract the implication, leaving you in a better bargaining position to ask a little more. Maybe you ask for three times instead of double and get advantage on a persuade roll.It would be just as undesirable to have criminal records to my group as to be considered obviously good and heroic. They key here is control. They create characters that tend towards neutrality and self-interest that don't align good or evil. They are pure mercenaries beholden only to themselves. They like to stay off the radar.
...
So let's start this the way my players would, "My character isn't a criminal. I don't like the fact you're insinuating we're criminals." Just a taste of some of what I deal with sometimes.
Hmm... Not sure what I can bring to the table, since having the 6-8 encounter adventuring day is the greatest obstacle in the first place.
My stance is that since you can seldom force so many encounters on the party against their will, the encounter guidelines become such weaksauce. Flamestrike did recently agree with me one solution is to change the resting rules to wrest away control from the players, but that solution (which is a true solution) seems to be incredibly unpopular otherwise.
Regarding party composition, how about two sharpshooter/crossbow expert fighters (that function equally well at 0 feet as 120 feet) and two warlocks for starters?
Minimize long rest dependency and increase chance for several "mini novas" during one and the same day. A single warlock is horribly constrained; two can share the load. Its not like 5E needs specialized wizards like past editions anyway.
Then I guess the Paladin is too good to pass up, so he takes fifth spot.
All builds obviously get Perception and try to not suck at Stealth.
I tend do things in adventures that make time matter. Doom occurs at a set time. Things get harder the longer you take. Opportunities for wealth or advantage dry up. Wandering monster checks at regular intervals. Rival adventuring parties pursuing the game goal. Sometimes more than one time pressure in one adventure. If the PCs can afford to lollygag, then yeah, cramming 6 to 8 adventuring days into one session might seem odd. But that comes down to how the DM presents the game. I love time as a resource and I find my players do too.
What do you do if the party decides to go kill the rival adventuring groups?
Or if they directly tell you they seek out easier targets?
Do you allow that level of player agency? I know I've discussed player agency on this board quite often. People often assume I'm a railroad DM because I like story. In reality, I'm not much of a railroader. I make encounters and I incorporate a story, but I give the players a great deal of latitude in how they go about defeating it even to the point of saying, "This isn't fun. My character wouldn't risk it. I'm leaving." We've had a lot of characters run away. In fact, we have one guy who has a wizard character that has run away survived so often that he reached extremely high level and is known by some as a coward and others as a survivor. How do you deal with players that like risk control?
Ok. I have the party dynamic set up. Backgrounds are chosen. First in character response up. I'll be back later tonight or tomorrow to do some more work. Off to work.