Your favorite "class" group?

Azar

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For example, a team of all fighter types, or divine casters, or roguish types.

My funnest group was one in a Forgotten Realms setting that was comprised of:

a Human Fighter who specialized in Spiked Chain

a Human Monk who's speciality was grappling and stunning (big time annoyance)

an Elf Ranger who worshipped Chauntea and made it his duty to provide food to others.

an Aasimar Paladin that was one of the closest progeny of Horus-Re.


My DM previously was in a group that was comprised of (to my knowledge):

A Cleric of Kelemvor (LN) , a Cleric of Helm (LN), a Druid that revered Silvanus and a Druid that followed Mielekki.

He jokingly referred to the group as the "Jedi Entourage" due to their stoic, dutiful, balancing nature.


So, has anyone here played a group either of similar/same classes, or even those of the same/close alignment?
 
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I've never played in a theme party, but i've always wanted to get a group that would play all halflings. Not quite the same as the class thing, but I think it would be fun to have a full smallman party.
 

Once we were members of a city watch patrol who got lost in Ravenloft. Didn't work out well because only the leader of the group could speak to Ravenloftians thanks to a magical helmet.

Other than the isolation we felt due to that fact, I remember having similar classes didn't matter much. Each got their own niche to operate in anyway.
 

I think it depends on the setting. For instance, in some cases a party of fighters would do well, but in others the bad guys would mop the floor with them.

A party of all rogues would probably be the most versatile, but I've never tried it. Then too, I'm not really interested in running an evil campaign, and you'd almost have to with a party of all rogues.

In standard 3e, now that I think of it, a party of all clerics would probably have the best chance of survival. Mix up the domains so you have a variety of magic at your disposal, and you've got a party that can tank, heal, blast, handle social skills and even find traps. If one takes the Magic domain, the party can even open locks (knock spell) eventually.
 


Buttercup said:
In standard 3e, now that I think of it, a party of all clerics would probably have the best chance of survival.

Replace one of them with a Bard-- generally, the Bard's ability to dispense morale bonuses will make up for the Cleric's reduced BAB, and the Bard's selection of certain arcane magics can replace deficiencies in the Cleric's list.

Not to mention, you'll probably need a skilled diplomat in the party to keep a half-dozen clergymen of competing faiths working together. ;)
 

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