So since we’ve been doing some D&D 4e over at the Casa, Katherine included, we got an idea in our collective heads (Margie’s and mine) that we should run a game at home, en famille. D&D, natch, that being the subject at hand.
There being just three of us, the idea was that Margie and I would both roll up characters (alongside Katherine’s), giving us a three-person party. Then we can trade off GMing duties between the two of us, while the other plays both the other characters. It sounds complicated, but I think it will work.
The characters are generated. The books are acquired and reviewed. Found a first-level module to run.
Tonight’s Game Night.
Lesson learned last night: You NEED at least one character who can do some sort of healing (Cleric, Warlord or Paladin)
Since your Daughter is a Rogue (striker) I strongly suggest a Paladin, and then the third character should be another Striker (2 weapon ranger’s are good) or a wizard.
Although another good combo would be: Rogue, Cleric, Fighter/Paladin.
The new Combat Advantage/Stealth/Concealment rules are fairly complex, so you may have to help your daughter with that for a while . . . .
Big fun! =)
We are currently set as Rogue, Paladin, and Warlord. So plenty of healing and I hope enough damage.
Yeah, those three should fit the recommendations from the books, at least. We’ll see.
We’ve done some 4e, so we have at least some experience with the rules in question. We’ll see how it goes.
That’s a really good grouping, actually. Beware ranged combat, though, only the Rogue will have any really good ranged attacks. But if you do fairly traditional dungeon crawls you should be in very good shape!
Well, I took (as a half-elf) Eldrich Blast as my dilittante power, so that will be an extra ranged power. I agree it’s not ideal — we may do some special training to counter that in the future.
Actually, with that grouping you should go with a Melee Rogue build and not even bother with ranged attacks.
Abby (Kitten’s Rogue) is oriented toward melee attacks. I think our main tactic, if caught in the open, is for the Warlord and Paladin to charge the artillery and distract them from the Rogue sneaking up behind. Unless she’s wandering off to find their treasure …
Don’t forget that what used to be long distances in 3.5 are shorter now. A charging character can: Move (full move) and then charge (full move plus attack) with only a -2 to AC.
Certain Warlord builds get plusses to charging and I think some Paladin abilities do too!