My last character I was playing was more just an experiment to try out my DM's homebrewed class. Since we've mutually decided the class needed more major revisions, I am retiring that character to play something "normal". I was agonizing for a while over what to play next in the group though. I think I've finally decided (though I still might change my mind... again... much to the frustration of my DM), but I'll like to hear everyone elses ideas.
Current Party:
Human Warmage 12/Fighter 1
Illumian Warmage 10/Bard 1 (Cohort of above)
Halfling Paladin 8/Cavalier 3
Human Cleric X/Rogue X/Shadowbane Stalker X (don't know exact class distribution)
Half Celestial Elf Cleric 6 (NPC)
A few extra notes: The paladin does buckets of damage when charging, but is pretty mediocre when just standing around. The Shadowbane relies on some Divine Metamagic to have Persistant Divine Power to be a decent archer, and he is our rogueskills guy.
A few of the problems we encounter: The divine casters in the group don't have access to the higher level divine magic that you'd want in a 11th-12th level party. No Heal or Raise Dead. We're caster heavy, but lack a lot of the basic arcane utility magic (teleport, dispel magic unless the clerics bother with it, etc). If you play a warrior, the warmages and paladin will make your damage dealing relatively useless unless you're a damage focused specialist. If you play a rogue, you step on the Shadowbane player's toes. You could play a cleric, but again you risk making half of the shadowbane player's build redundant.
Now the party could really use utility magic, but do you want to be a mage who never gets a chance to shine at blasting because the warmages are always better? Do you want to play a tank whose only job is to keep monsters off the warmages and archer? Do you risk playing a character which steps on another players niche? Do you decide to play something without regard to what other people are playing?
I'm just trying to get a feel for how people pick what they play, and using my specific situation as an example.
Current Party:
Human Warmage 12/Fighter 1
Illumian Warmage 10/Bard 1 (Cohort of above)
Halfling Paladin 8/Cavalier 3
Human Cleric X/Rogue X/Shadowbane Stalker X (don't know exact class distribution)
Half Celestial Elf Cleric 6 (NPC)
A few extra notes: The paladin does buckets of damage when charging, but is pretty mediocre when just standing around. The Shadowbane relies on some Divine Metamagic to have Persistant Divine Power to be a decent archer, and he is our rogueskills guy.
A few of the problems we encounter: The divine casters in the group don't have access to the higher level divine magic that you'd want in a 11th-12th level party. No Heal or Raise Dead. We're caster heavy, but lack a lot of the basic arcane utility magic (teleport, dispel magic unless the clerics bother with it, etc). If you play a warrior, the warmages and paladin will make your damage dealing relatively useless unless you're a damage focused specialist. If you play a rogue, you step on the Shadowbane player's toes. You could play a cleric, but again you risk making half of the shadowbane player's build redundant.
Now the party could really use utility magic, but do you want to be a mage who never gets a chance to shine at blasting because the warmages are always better? Do you want to play a tank whose only job is to keep monsters off the warmages and archer? Do you risk playing a character which steps on another players niche? Do you decide to play something without regard to what other people are playing?
I'm just trying to get a feel for how people pick what they play, and using my specific situation as an example.