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<blockquote data-quote="Voi_D_ragon" data-source="post: 7031975" data-attributes="member: 6855956"><p>I am currently reading Kaveman26's Cattle Driving Necromancer campaign down at GiTP forums, and I am feeling the growing urge to play an evil campaign. The players in this particular campaign did quite a good job of building all their characters around a concept to keep them from infighting, and also made sure they all mechanically fit together well in combat.</p><p></p><p>So, what are party compositions in 5e where each player complements the other, either covering their weaknesses or making their strong points even better. </p><p>What combos are available to such a group? </p><p>Can it use these combos consistently or are they too dependent on resources/rests/enemies/environments that they need to be held for the right moment? </p><p>What is the party's usual approach to combat?</p><p></p><p>Also, check out this combo/party I thought up: Thinking on the evil campaign above, I though of playing a Raven Queen Warlock (no warlocks in the campaign, but one of the players has a Witch, which [lol] for whatever reason made me think of a Warlock) anyway, the party composition, basing itself on the way I want to play the warlock (actually, based on a combo I thought of, since I haven't actually thought of anything apart from that, would be: Warlock, Ranger with the UA Guardian (I think, the guy who turn Large and gets tougher) subclass & polearm master/sentinel, druid, bard/wizard, insert martial class here (fighter/paladin/barbarian/ranger). The combo I thought this around was : Hunger of Hadar+spike growth+repelling blast+thorn whip if enemies try to run away instead of towards the party+ sentinel blocking movement+shoving enemies into the AoE as needed.</p><p></p><p>In conclusion: </p><p>1) The three questions up top </p><p>2) How is this party I thought of relative to those questions?</p><p>3) What are good ideas to make evil characters work as a cohesive group with little or no backstabbing? (See my desire to play an evil campaign)</p><p>4) What do you think about building characters around a party concept instead of individually, with each PC basically built as much by the other players as by its own, to help the party synergize?</p><p></p><p>Obviously, don't feel obligated to answer to all of these if you don't feel like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Voi_D_ragon, post: 7031975, member: 6855956"] I am currently reading Kaveman26's Cattle Driving Necromancer campaign down at GiTP forums, and I am feeling the growing urge to play an evil campaign. The players in this particular campaign did quite a good job of building all their characters around a concept to keep them from infighting, and also made sure they all mechanically fit together well in combat. So, what are party compositions in 5e where each player complements the other, either covering their weaknesses or making their strong points even better. What combos are available to such a group? Can it use these combos consistently or are they too dependent on resources/rests/enemies/environments that they need to be held for the right moment? What is the party's usual approach to combat? Also, check out this combo/party I thought up: Thinking on the evil campaign above, I though of playing a Raven Queen Warlock (no warlocks in the campaign, but one of the players has a Witch, which [lol] for whatever reason made me think of a Warlock) anyway, the party composition, basing itself on the way I want to play the warlock (actually, based on a combo I thought of, since I haven't actually thought of anything apart from that, would be: Warlock, Ranger with the UA Guardian (I think, the guy who turn Large and gets tougher) subclass & polearm master/sentinel, druid, bard/wizard, insert martial class here (fighter/paladin/barbarian/ranger). The combo I thought this around was : Hunger of Hadar+spike growth+repelling blast+thorn whip if enemies try to run away instead of towards the party+ sentinel blocking movement+shoving enemies into the AoE as needed. In conclusion: 1) The three questions up top 2) How is this party I thought of relative to those questions? 3) What are good ideas to make evil characters work as a cohesive group with little or no backstabbing? (See my desire to play an evil campaign) 4) What do you think about building characters around a party concept instead of individually, with each PC basically built as much by the other players as by its own, to help the party synergize? Obviously, don't feel obligated to answer to all of these if you don't feel like it. :D [/QUOTE]
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