D&D 5E Your 5e Adventuring Party

Which classes go in your 5e party?


Ichneumon

First Post
Fifth Edition is gearing up to see lots of play in the near future, and here's your chance to pick the classes for your ultimate 5e adventuring band.

Pick the classes that you think would make up a good group. Or you could choose what you expect your group of players to run. How many is up to you - it depends on the group size you prefer. If you can't decide, pick five options.

The 'Another' options are listed for each of the basic classes, so you can double up on any of these if, say, you want two fighters in your group. The poll can't include races or subclasses, so feel free to elaborate on those here.
 

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I can't really pick, because I like all of the classes. For a typical campaign I'm a fan of balanced parties, where the roles of warrior, priest, mage, and rogue/trickster are all present--but there are a lot of ways to do that with mixing and matching classes (especially when multi-classing). I also like the idea of adventures with focused parties that have to deal with completely lacking certain things (say and all fighter or all wizard party).
 

evileeyore

Mrrrph
Rogue, rogue, rogue, rogue, and rogue*.


Just like the last game I played in BECMI, 2ed, and 3rd ed...





* In the 3rd ed game that last one was Bard... but it's close enough.
 

Lanefan

Victoria Rules
Just like any other edition...

I want at least three tough guys up front - a couple of straight-up Fighters and a heavy Ranger
In the mid-line I want a Thief and a Cleric (or two)
In the back I want a generalist Wizard, a specialist Wizard, and a Druid.

Behind all that I want a batch of hirelings to carry our gear in and our treasure out.

Lan-"and if more are needed, throw in another Fighter and a healing Cleric"-efan
 


machineelf

Explorer
Which begs the question... The the default party size suppose to be four or five?

In my experience running the playtest, it runs fine with six because the battles run fast enough, but I wouldn't want to run more than six. I think the sweet spot is four or five players, with six being OK but the upper limit.
 

Ichneumon

First Post
In my experience running the playtest, it runs fine with six because the battles run fast enough, but I wouldn't want to run more than six. I think the sweet spot is four or five players, with six being OK but the upper limit.

I DM for a larger than average group (7-8 players, sometimes more) and on the occasions when the group's been only 4 or 5 players, I'm surprised how relaxing it is by comparison.
 

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