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the worst party ever

I'll say 5 warlords: A warlord depends solely on moving his allies around. Every ally would moving each other; it'd be a hectic mess as people shift, pull, and slide around the battlemat like a bizzaro-dance number.


Now imagine the tactical nightmare of a 5-shaman party.
 

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The five warlock party isn't wasting a feat on accursed coordination, they gain combat advantage for (almost) all attacks. Its a great feat for multi-warlock parties. I actually tried a 5 warlock party for a paragon tier one-shot (though, some of the warlocks were hybrids) and the party was ridiculously effective. With shared pact, twofold pact and five pact boons triggering on a kill you have ridiculous levels of tactical flexibility for your group. I would argue that 5 warlocks actually support each other than 5 of most of the other classes in the game, once the hit paragon.

The five shaman party, that's the one that would be a nightmare to play.
 

3e:

Depends on the campaign style. If it's an urban campaign, 5 bards would kick ass. If it's a kick in the door to fight aberrations and demons campaign, they'd be dead. A wilderness campaign with only fighters would be a short one too. They'd never see the wolf pack coming. Of course, they're strongest early, so the badness of choosing fighters would only become apparent around 8th level, when they faced their first fully armed and operational cleric BBEG at EL+3.

Nah, 5 Bards would kick butt.
One buffs everyone with Fire damage, one Cold, one Sonic, One Electric, and one uses normal Bard Song.
By level 6, everyone deals +8d6 Fire/cold/electric/Sonic, and has +8 hit/damage and saves vs fear.

Really, 5 Bards is awesome if you know what you are doing. Although in Core it would suck.
Sadly, this build requres them to be non-evil to use Words of Creation. But the benefits outway the restrictions.
 

Similar to 5 shamans....5 beastmaster rangers would also be a great time.

And by great time I mean 3 hours to run a minor skirmish....

Based on my 4e experiences, I think 5 wizards would be the weakest party. The first time they ran into an encounter where the monsters totally got the jump on them it would be all over. Being a controller doesn't work if the bad guy is already hitting you before you get a turn.

DS
 

Based on my 4e experiences, I think 5 wizards would be the weakest party. The first time they ran into an encounter where the monsters totally got the jump on them it would be all over. Being a controller doesn't work if the bad guy is already hitting you before you get a turn.

I think that that praticular problem is unique to wizards rather than controllers. Invokers, with their range of multi-target ranged attack and enemy-only burst and blast powers, can deal with being swarmed faily well. The seeker has a host of otpions to get himself out from under targets, and many a druid is fine operating in the midst of a melee scrum.
 

Five clerics or warlords would result in some really slow, boring fights. On the other hand, I've often thought about making a group of five strikers just to watch how quickly they chew through the opposition.


Been there, done that, killed the party in no time flat. Three times.

All strikers is rubbish. All anything is less than good although all leaders could be tweaked to do pretty well. (Warlord, Str Cleric, +1 of those, Prescient Bard and ranged Cleric or Shaman for door blocker)
 

Dont see it, I've played in several games that were 4 strikers and leader and every time we wiped the table clean shockingly quick.
It would be trivially easy for a couple strikers to spend an MC feat to duplicate the sum effect of the leader in that group(and jump the damage even more).
Heck, Sorcerors just beg to MC Bard.
 

5 Assassins for the win. Or the loss.

They can only do big damage after a couple of rounds and they have crappy HPs. They wouldn't last long enough to do their big damage.
 

1e: 5 1st-level Magic-Users (or Illusionists).

4e: 5 commoners, in an N1-style adventure where they are working up to becoming a class.

Lanefan
 

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