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General Tabletop Discussion
*Pathfinder & Starfinder
What roles in a 2 person team?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4597622" data-attributes="member: 710"><p>I think there is no real optimal combination. Each setup has strength and weaknesses.</p><p></p><p>Here are some thoughts: </p><p>If you do not like long combats, do not focus too much on your Defense, nor on your healing ability. You will always come short in the damage area and that prolongs combat. Of course, this makes combat also a lot riskier, which might be of disadvantage for inexperienced players - if you make a mistake, there might be no one to countermand the effects.</p><p>If the party goes a more defensive route (maybe Defender/Leader), consider using more Minions. You don't need to hit them hard you just need to hit them at all. </p><p>if the party goes a more "strikery" (Striker/Defender) route, use less Minions. The Defender can probably always contain one of the opponents.</p><p></p><p>A general idea might be to use a little less monsters, but often to also use lower level monsters. </p><p></p><p>One thing the players might look into is multiclassing to round out the roles they have. Though I think multiclassing will be the most notable (and costly) at Paragon Level. A Fighter with Scorching Burst as an At-Will Power is seriously annoying - marking enemy groups each round. Of course, without a Leader around, he might not actually defend too much.</p><p></p><p></p><p>An entirely different route might be to allow each player to run two characters. It depends on if the players can manage to role-play two people at once, and how much this affects the non-combat parts. It might give you opportunities, too - you can actually split the party and have no player sitting around bored watching the other group doing their thing.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4597622, member: 710"] I think there is no real optimal combination. Each setup has strength and weaknesses. Here are some thoughts: If you do not like long combats, do not focus too much on your Defense, nor on your healing ability. You will always come short in the damage area and that prolongs combat. Of course, this makes combat also a lot riskier, which might be of disadvantage for inexperienced players - if you make a mistake, there might be no one to countermand the effects. If the party goes a more defensive route (maybe Defender/Leader), consider using more Minions. You don't need to hit them hard you just need to hit them at all. if the party goes a more "strikery" (Striker/Defender) route, use less Minions. The Defender can probably always contain one of the opponents. A general idea might be to use a little less monsters, but often to also use lower level monsters. One thing the players might look into is multiclassing to round out the roles they have. Though I think multiclassing will be the most notable (and costly) at Paragon Level. A Fighter with Scorching Burst as an At-Will Power is seriously annoying - marking enemy groups each round. Of course, without a Leader around, he might not actually defend too much. An entirely different route might be to allow each player to run two characters. It depends on if the players can manage to role-play two people at once, and how much this affects the non-combat parts. It might give you opportunities, too - you can actually split the party and have no player sitting around bored watching the other group doing their thing. [/QUOTE]
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What roles in a 2 person team?
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