I tend to play with the same basic party combinations I go with Wizard, sorceror, Fighter, Cleric....... and 5th is flexible Sometimes Rogue, sometimes Bard, often this 5th is multi classed I am curious of off party combinations. Any tried to go through with ONLY casters (only wizards?) Or perhaps only fighters? (or melee heavy)
There are so many party ideas, sky really is the limit. Other than "classic " ones, you could try Wizards each with different specializations ( after a few levels the game becomes too easy!) , Thieves Guild- I had 4 rogues and a Cle of Oli. Challenging enough but LOTS of fun . The 3 Wise Men( Wiz Cle Dru), again after a few levels it becomes easy. Had a party of outcasts- all CN, all being half-....( ...ling, ...orc, ...elf, so not quite accepted by any side). A band of 4 Ronin plus an oriental mistic(Sor). Then there's the ultimate "party", Solo!!! :yes: My favourite parties ever were: A) 3 Wise Men (Wiz, Cle, Dru all of Ehlonna) and B) Wiz solo up to level 10, then take an apprentice Sorceror.
I tried all arcane casters and gaveup after a few levels - its pretty rough All divine casters and all fighters wasn't a big depature really I agree that all rouges is pretty fun and very challenging
How about a party of all halflings/gnomes. Even better make them all rogues or bards, or even barbarians.
Rough? :twitch: When you reach level 5 you have Stinking Cloud, fireball, Lightning Bolt. You have True Strike, Scorching Ray, Web, Mage Armour and what not. You are on your way to become a killing machine!!! Sleep spells plus Coup de Grace, at lower levels do wonders! So does Colour Spray. Have a Conjurer with Augment Summoning. Have lots of crafting feats, etc... etc... Oh boy oh boy. A party of Wizards. Victory music :dribble:
This time I have a pure fighter,(Weapon Focus Glaive) pure monk, pure rouge and a pure wizard. They should be unstoppable once they get a few levels under their belts.
Im running through with a Ch. Evil Claric of nerull, a halforc fighter(Greataxe spec) a Wizard(Enchantment) and a sorcerer(Took mainly party buffs) no 5th member and its going pretty smooth.
I guess my team is somewhat melee oriented. I have a rogue, a cleric, and three barbarians, Meleny, Spugnoir and Zaxis. I like to craft everything (bracers, gloves, belts, headbands, amulets, vests, stones, weapons, armor etc.) for everybody (PCs and NPCS) as soon as possible and that requires a lot of XP and gold. First is easy to come by with REs in WB, HB and round room on Temple level 4. Gold is trickier, so my rogue starts as spokesperson, thief and door opener with skill focus on pick pocket and acrobatic. She is useless in combat until level 3 when she gets the martial weapon proficiency longbow. Then I take improved initiative, point blank and precise shots. Now at level 14 she usually gets the first turn and doing full attack (two sneak attacks), she is able to drop an Ettin within a single turn. The +3 holy keen composite str 18 longbow with fire and ice burst is awesome. Not sure what feats I’m going to take next. Barbarians are my true punching power, with light armor they can maneuver easily and with land speed 40 and reach weapons (glaive, ranseur and guisarme) similarly enchanted as the longbows, not even the enemy casters hiding behind cannon fodders are safe for long. Starting with improved initiative and combat reflexes, then going for power attack, cleave, great cleave, dodge, mobility and spring attack. Cleric is for backup with a longbow like the rogue and for crafting. Starting with improved initiative and martial proficiency long bow. Meleny and Spugnoir have similar role, with backup fireballs and flame strike. Mel has a sling and Spuge uses heavy crossbow, again with aforementioned enchantments. Zaxis I took for the avenge scenario. He also uses a Longbow. I guess this is an über party. Btw. All casters = Circle of Eight?
I tried all specialist wizards, each with a different spell set and specialization as much as could be managed. The front-liner was a half-orc abjurer tank loaded to the max with defensive spells and buffs and a greatsword. Even elven wizards automatically get bow and longsword -- and the elven shields didn't require a proficiency to use. Undead were fierce, terrifying exceptions, since half the mages in the group couldn't do anything to them and there was no cleric to turn them, but against creatures that could be charmed, slept and burned, they were toast. I didn't go all the way through it because it felt like cheating, somehow.