Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
which of these 2 choices will be more fun to play?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kershek" data-source="post: 1150344" data-attributes="member: 2900"><p>Ok, I have to make a decision on a new 3.5 campaign that's starting. I have two character concepts that are made and I can't choose which one to play, and I'm looking for suggestions. The party is 5th level and has 6 total members, including mine. We have a 40-point buy system; we like high-powered games with very competent heroes. It starts in Damara, in FR and is not module-based. FR books and splatbooks are available. There are 3 grey elves (sorcerer, up-and-coming arcane trickster, ranger), a human paladin, a dwarf cleric, and a lythari ranger.</p><p></p><p>Which one do you think will be more fun to play?</p><p></p><p>Character concept 1, a trip-master (3.5 rules require AoO for getting up). He'd go around setting up the trickster for flanking sneak attacks and trip them for extra attacks at +4:</p><p></p><p><strong>Human Mnk5</strong>: CR 5; ECL 5; Size M; HD 5; hp 29; Init +4; Spd 40 ft (base 30 ft); AC 19, touch 19, FF 15; BAB +3; Atk: +6 melee (1d8 + 3, Unarmed), +8 ranged (1d8 + 3/crit x3, Longbow, mighty (+4 Str) composite MW); AL N; SV Fort +6, Ref +9, Will +8; Str 16, Dex 18, Con 12, Int 12, Wis 16, Cha 10. </p><p><strong>Languages spoken:</strong> Common, Elven</p><p><strong>Skills and Feats:</strong> Balance +14, Escape Artist +12, Hide +7, Jump +10, Listen +7, Move Silently +8, Spot +11, Tumble +14; Combat Reflexes, Jotunbrud, Dodge, Unbalancing Strike, Stunning Fist, Unarmed Strike, Flurry of Blows, Evasion, Fast Movement, Still Mind, Slow Fall, Purity of Body, Ki Strike, Monk AC Bonus.</p><p><strong>Possessions:</strong> 270 pp, Cloak of resistance +1, Gloves of dexterity +2, Ring of protection +1, Mighty longbow (+4 str) composite mw.</p><p></p><p></p><p>Character concept 2, creature-feature conjurer. He'd spontaneously cast summon nature's ally whenever possible to </p><p></p><p><strong>Wood elf Drd5</strong>: CR 5; ECL 5; Size M; HD 5; hp 43; Init +3; Spd 30 ft; AC 18, touch 13, FF 15; BAB +3; Atk: +6 melee (1d6 + 3, Club MW); +7 ranged (1d8 + 3, MW Mighty Composite Longbow +3); SQ Low-light Vision, +2 to saves vs Enchantment, Immunity to sleep effects; AL NG; SV Fort +7, Ref +4, Will +8; Str 16, Dex 16, Con 16, Int 10, Wis 19, Cha 10.</p><p><strong>Languages spoken: </strong> Common, Elven, Home Region</p><p><strong>Skills and Feats:</strong> Concentration +7, Handle Animal +7, Heal +5, Survival +13, Knowledge (Nature) +10, Listen +6, Profession (Herbalist) +6, Search +3, Spellcraft +3, Spot +8; Spell Focus (Conjuration), Augment Summoning, Low-light Vision, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape, Wild Empathy.</p><p><strong>Drd Spells Per Day:</strong> 5/4/3/2.</p><p><strong>Possessions:</strong> Leather +1, MW Club, MW Mighty composite longbow +3, Light wooden +1 shield, Periapt of wisdom +2.</p><p></p><p></p><p>Having a druid in the party will definitely help get along with the other grey elves and lythari. In fact, this druid would be a traveling companion with the lythari at the beginning. This would mean that everyone but the lythari would be spellcasters and that makes for a very strong party. I made this one up after one of the players switched from a wizard to the lythari so he would have more fun. I have never played a druid, nor has anyone in our group played a summoner. For 6th level, would it be better to pick Craft Wand or Natural Spell?</p><p></p><p>The monk looks like a lot of fun to play, but most likely frustrating for the DM unless he throws a lot of large, 4-legged creatures at us. He doesn't have a lot of hit points so he is in danger of being taken down in melee, which is where he needs to be. I played a monk in the last campaign by this DM which was aborted at 5th level - he was virtually unhittable (Rog1/Wiz1/Mnk3 with AC in high 20s), but also couldn't hit worth crap. I wanted to try something different than the guy that does acrobatic flips around the battlefield but doesn't really help other than flanking.</p><p></p><p></p><p>The party's cleric will be getting Craft Arms & Armor, but no one's getting Craft Wondrous Item at this point (it doesn't make sense for the sorcerer to get it). I really didn't have it in my druid's plan to take it anytime soon, so this is going to cause an interesting money problem when people want stuff. We have found Brew Potion not to be useful in the other games we've played. No one has ever taken the other craft feats.</p></blockquote><p></p>
[QUOTE="Kershek, post: 1150344, member: 2900"] Ok, I have to make a decision on a new 3.5 campaign that's starting. I have two character concepts that are made and I can't choose which one to play, and I'm looking for suggestions. The party is 5th level and has 6 total members, including mine. We have a 40-point buy system; we like high-powered games with very competent heroes. It starts in Damara, in FR and is not module-based. FR books and splatbooks are available. There are 3 grey elves (sorcerer, up-and-coming arcane trickster, ranger), a human paladin, a dwarf cleric, and a lythari ranger. Which one do you think will be more fun to play? Character concept 1, a trip-master (3.5 rules require AoO for getting up). He'd go around setting up the trickster for flanking sneak attacks and trip them for extra attacks at +4: [B]Human Mnk5[/B]: CR 5; ECL 5; Size M; HD 5; hp 29; Init +4; Spd 40 ft (base 30 ft); AC 19, touch 19, FF 15; BAB +3; Atk: +6 melee (1d8 + 3, Unarmed), +8 ranged (1d8 + 3/crit x3, Longbow, mighty (+4 Str) composite MW); AL N; SV Fort +6, Ref +9, Will +8; Str 16, Dex 18, Con 12, Int 12, Wis 16, Cha 10. [B]Languages spoken:[/B] Common, Elven [B]Skills and Feats:[/B] Balance +14, Escape Artist +12, Hide +7, Jump +10, Listen +7, Move Silently +8, Spot +11, Tumble +14; Combat Reflexes, Jotunbrud, Dodge, Unbalancing Strike, Stunning Fist, Unarmed Strike, Flurry of Blows, Evasion, Fast Movement, Still Mind, Slow Fall, Purity of Body, Ki Strike, Monk AC Bonus. [B]Possessions:[/B] 270 pp, Cloak of resistance +1, Gloves of dexterity +2, Ring of protection +1, Mighty longbow (+4 str) composite mw. Character concept 2, creature-feature conjurer. He'd spontaneously cast summon nature's ally whenever possible to [B]Wood elf Drd5[/B]: CR 5; ECL 5; Size M; HD 5; hp 43; Init +3; Spd 30 ft; AC 18, touch 13, FF 15; BAB +3; Atk: +6 melee (1d6 + 3, Club MW); +7 ranged (1d8 + 3, MW Mighty Composite Longbow +3); SQ Low-light Vision, +2 to saves vs Enchantment, Immunity to sleep effects; AL NG; SV Fort +7, Ref +4, Will +8; Str 16, Dex 16, Con 16, Int 10, Wis 19, Cha 10. [B]Languages spoken: [/B] Common, Elven, Home Region [B]Skills and Feats:[/B] Concentration +7, Handle Animal +7, Heal +5, Survival +13, Knowledge (Nature) +10, Listen +6, Profession (Herbalist) +6, Search +3, Spellcraft +3, Spot +8; Spell Focus (Conjuration), Augment Summoning, Low-light Vision, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape, Wild Empathy. [B]Drd Spells Per Day:[/B] 5/4/3/2. [B]Possessions:[/B] Leather +1, MW Club, MW Mighty composite longbow +3, Light wooden +1 shield, Periapt of wisdom +2. Having a druid in the party will definitely help get along with the other grey elves and lythari. In fact, this druid would be a traveling companion with the lythari at the beginning. This would mean that everyone but the lythari would be spellcasters and that makes for a very strong party. I made this one up after one of the players switched from a wizard to the lythari so he would have more fun. I have never played a druid, nor has anyone in our group played a summoner. For 6th level, would it be better to pick Craft Wand or Natural Spell? The monk looks like a lot of fun to play, but most likely frustrating for the DM unless he throws a lot of large, 4-legged creatures at us. He doesn't have a lot of hit points so he is in danger of being taken down in melee, which is where he needs to be. I played a monk in the last campaign by this DM which was aborted at 5th level - he was virtually unhittable (Rog1/Wiz1/Mnk3 with AC in high 20s), but also couldn't hit worth crap. I wanted to try something different than the guy that does acrobatic flips around the battlefield but doesn't really help other than flanking. The party's cleric will be getting Craft Arms & Armor, but no one's getting Craft Wondrous Item at this point (it doesn't make sense for the sorcerer to get it). I really didn't have it in my druid's plan to take it anytime soon, so this is going to cause an interesting money problem when people want stuff. We have found Brew Potion not to be useful in the other games we've played. No one has ever taken the other craft feats. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
which of these 2 choices will be more fun to play?
Top