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Knight of Argenis
Corim Danex
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09/25/2005 4:09 AM  
recovered topic 9135

"Look to God and live." Alma 37:47
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Knight of Argenis
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09/25/2005 4:09 AM  
I think the Cleric of St Cuthbert is an excellent mini for a cleric. Or a repainted Cleric of Dol Arrah for a female (yellow and orange don't work for her). Or Cleric of Lathander.

For fighter, it depends on race--
Regdar, Adventurer; Gold Dwarf Fighter; Stalwart Paladin; Dwarf Mercenary

For rogue--
Deepshadow Elf; Daring Rogue

For wizard--
Cultist of the Dragon; Renegade Warlock

The wizard's difficult. Not a lot of u/c wizard choices.

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IanB
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09/25/2005 4:22 AM  
Dwarf Wizard, Evermeet Wizard, Warforged Wizard, Wand Expert, Village Priest, Grim Necromancer, Aramil, Mialee, Ialdabode, Githzerai, Sage, Half-elf Sorcerer, Drow Wizard, Cleric of Order, Evoker's Apprentice, Nebin.

Those are all uncommon or common and can do a good job of representing wizards of various races and/or specialties.

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gregreid
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09/25/2005 8:14 AM  
Generally I would say that you should find a number of common/uncommon minis to represent your character classes well.
The question of what is the best mix needs some more information.

How many players?
What level?
Is this a one time adventure or will this be an ongoing group that plays together?

If it is a one time adventure, a little info on the mission could add value to the decision.

Greg

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09/25/2005 12:04 PM  
I'm hosting three games that day. Two are for first level characters. One of these is a basic game, while the other is Eberron. The last game is for 3-5 level, and is forgotten realms.

I need a newcastle...

gregreid
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09/25/2005 12:37 PM  
These sound like one time adventures rather than an ongoing campaign.

Lower Levels, I would tend to drive to a more fighter based group with a cleric. Depending on the adventure, I might suggest a thief with the mage coming in last.

4: 2-3 Fighters wth a Cleric (Thief added if adventure needs it)
5: 3 Fighters, Cleric, and Thief (Thief not needed, add mage)
6: 3 Fighters, Cleric, Thief, Mage.

The Three to Five group the mage becomes more important to include as they begin to pay for themselves. Same about the thief...

4: 2 Fighters, Cleric, Mage (Thief if needed)
5: 2 Fighters, Cleric, Mage, Thief (If not needed, a second Fighter)
6: 3 Fighters, Cleric, Mage, Thief (If not needed, 2nd Cleric maybe)

My thoughts.

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tomas
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Spicer, MN

09/25/2005 11:41 PM  
quote:
Originally posted by gregreid

These sound like one time adventures rather than an ongoing campaign.

Lower Levels, I would tend to drive to a more fighter based group with a cleric. Depending on the adventure, I might suggest a thief with the mage coming in last.

4: 2-3 Fighters wth a Cleric (Thief added if adventure needs it)
5: 3 Fighters, Cleric, and Thief (Thief not needed, add mage)
6: 3 Fighters, Cleric, Thief, Mage.

The Three to Five group the mage becomes more important to include as they begin to pay for themselves. Same about the thief...

4: 2 Fighters, Cleric, Mage (Thief if needed)
5: 2 Fighters, Cleric, Mage, Thief (If not needed, a second Fighter)
6: 3 Fighters, Cleric, Mage, Thief (If not needed, 2nd Cleric maybe)

My thoughts.



I agree with gregreid except that if you have a group with 5-6 characters, substituting another fighter-type (Paladin, Barbarian, Ranger) is sometimes a great idea. Especially as you get to higher levels, the Paladin will add some minor healing and automatic protection from evil; the Barbarian will add some speed, rage ability, and generally is a heavy hitter; the Ranger can give you multiple ranged attacks that can be devastating with the right mix of feats, as well as being able to hold his own in a fight. Even at low levels, if you choose 2-weapon-fighting style, the ranger can do even more damage than a fighter of the same level.

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09/26/2005 9:16 AM  

I really enjoyed a game as a PC when all the four of us were all start out rogues.( sad that swashbuckler was not on the "market" yet)

We later then multi-class to make our group better. The game was nice, the DM playout lots of skills of rogues even in battles. We had basic jumping on chairs, tables and crates to reflex saves against chairs thrown at us. To charge over a table to a target to "wall walking".



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09/26/2005 7:43 PM  
For a 4 PC party, have each player choose a different one of the following lists and then select a PC from it:

A: Fighter, Barbarian, Paladin, (Melee) Ranger, (Melee) Rogue

B: Cleric, Druid, Bard

C: Wizard, Sorcerer, Bard, Psion

D: Bard, Rogue, Monk, (Missile) Ranger, Psionic Warrior

You can find excellent versions of each of these from the uncommons and commons out there ...

If you have 5 players, allow the fifth player to pick from the remanents of list A or B.

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West Valley City, Utah

09/26/2005 11:46 PM  
quote:
Originally posted by tomas

quote:
Originally posted by gregreid

These sound like one time adventures rather than an ongoing campaign.

Lower Levels, I would tend to drive to a more fighter based group with a cleric. Depending on the adventure, I might suggest a thief with the mage coming in last.

4: 2-3 Fighters wth a Cleric (Thief added if adventure needs it)
5: 3 Fighters, Cleric, and Thief (Thief not needed, add mage)
6: 3 Fighters, Cleric, Thief, Mage.

The Three to Five group the mage becomes more important to include as they begin to pay for themselves. Same about the thief...

4: 2 Fighters, Cleric, Mage (Thief if needed)
5: 2 Fighters, Cleric, Mage, Thief (If not needed, a second Fighter)
6: 3 Fighters, Cleric, Mage, Thief (If not needed, 2nd Cleric maybe)

My thoughts.



I agree with gregreid except that if you have a group with 5-6 characters, substituting another fighter-type (Paladin, Barbarian, Ranger) is sometimes a great idea. Especially as you get to higher levels, the Paladin will add some minor healing and automatic protection from evil; the Barbarian will add some speed, rage ability, and generally is a heavy hitter; the Ranger can give you multiple ranged attacks that can be devastating with the right mix of feats, as well as being able to hold his own in a fight. Even at low levels, if you choose 2-weapon-fighting style, the ranger can do even more damage than a fighter of the same level.



Long term won't matter at all in this situation, though. He is selecting miniatures for characters that are only going to be used in one session. I don't even think they will go up levels at any point. It is for an introduction to D&D event he is holding at a library. Having a variety of fighter types might be fun. Since the gaming is all with relatively low level characters, I think the advise to use more fighter types is good. It is also a bit easier for newer players to use fighter types than too many spellcasters.

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Malin Lug
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09/27/2005 12:00 AM  
If you are doing this for intro players, you might actually want to start at 2nd level. It would help protect your players from dying on the first encounter. I would agree with Gregried in not worrying too much about a wizard. If you are going to do a four man group:
Dwarven Axe Fighter - Fighter / 2
Regdar Human Fighter - Fighter / 2
Cleric of ???????? - Cleric / 2
Daring Rogue - Rogue / 2

If you want ot add another character:
Another Cleric of ??????? - Cleric / 2
or
Renagade Warlock - Sorcerer / 2 (Easier than wizard)


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tomas
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09/27/2005 1:22 AM  
quote:
Originally posted by Corim Danex

Long term won't matter at all in this situation, though. He is selecting miniatures for characters that are only going to be used in one session. I don't even think they will go up levels at any point. It is for an introduction to D&D event he is holding at a library. Having a variety of fighter types might be fun. Since the gaming is all with relatively low level characters, I think the advise to use more fighter types is good. It is also a bit easier for newer players to use fighter types than too many spellcasters.



When I said going up in level, I meant for the 3-5th level scenario Scarecrow talked about. It's at those levels that some of the special abilities start to come into play.

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09/27/2005 3:59 AM  
Some great advice you guys. Great help. A couple of questions, if I did add a wizard type character for the first level games, should i use a sorcerer instead? It will give them a few more spells. Although I do like the idea of more than one fighter. Great stuff, keep it coming.

Also, if I was going to use a cleric, what common minis do you suggest?

I'll post some setups for you guys later so you can critique. (I'm thinking of one group with a an elf archer, dwarf axefighter or dwarf raider, maybe a half elf sorcerer and a voice of battle.

And then a second group of first levels with more eberron like firsties. Dwarf wizard, shifter, talenta halfing.... and I need more ideas. I'll probably have to try and fit a warforged in there... maybe wizard??

I need a newcastle...

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09/27/2005 3:33 PM  
For the Eberron setting, I would think about having a psion instead of a wizard, just because they have that really psiony race and everything. Plus psions are more interesting at really low levels than wizards (in my opinion).

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09/27/2005 3:51 PM  
quote:
Originally posted by tomas
When I said going up in level, I meant for the 3-5th level scenario Scarecrow talked about. It's at those levels that some of the special abilities start to come into play.



Sorry, I misunderstood. I preceive 3-5 level as low level, so I misunderstood what you meant.

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Omand
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09/27/2005 5:00 PM  
Hey,

Not much to add here, as the bases have been well covered. Just a few notes.

Remember, the game is "balanced" on a base assumption ofa party of four with Fighter, Cleric, Rogue, Wizard.

In my experience it is actually a bit better with a party of six in total with 2 Combat Types (Fighter, Paladin, Barbarian), 1 Cleric, 1 Wizard, 1 Rogue, 1 Other (any other class for variety and support depending on the campaign - combat heavy campaigns need more fighter support, etc.).

Cheers [:)]

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09/27/2005 7:56 PM  
If you're going to add an arcane caster, a 1st level human sorcerer with the Draconic Heritage and Draconic Breath feats is just sick. It gives you a area of effect attack that can outstrip the damage potential of any melee build.

Choose red dragon and you'll be doing 2d6 damage to a 30' cone. Put them up against a band of goblins and he can eliminate them all in 1 round.

Plus you'll still have wide open spell slots for other effects.

Just a suggestion. Otherwise I agree with the great advice others have already offered.

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09/27/2005 9:36 PM  
Assuming new players to the game, the sorcerer is a much better choice for an arcane caster. Select their spells for them with the template and off you go. It will give them more spells to cast with a limited number of options (2 for 1st and 2nd lvl). Easier to play.

Greg

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