Originally Posted by mrfuji3
Originally Posted by snowram
Originally Posted by ThreeL
4 forces you to pick all archetypes of characters and less experiment
What archetypes? Do you mean something like, melee, ranged, tank and support?
More like melee / physical utility / support / magic. The "classic" party is fighter / rogue / cleric / wizard.
- Fighter for the frontline sturdiness, protecting the backline.
- Rogue for both single-target dps and for dealing with all the scouting/traps/lockpicking/sneaking.
- Cleric for support: healing, buffing, removing curses/etc.
- Wizard for ranged magic during combat (battlefield control and both single-target and AoE damage) as well as out-of-combat magical utility.

I almost always make experiental parties these days. Even when replaying the classics, even those based around combat. Like playing Icewind Dale with a bunch of exclusively dwaren warriors, exclusively drows who get a bonus at night (and vice versa in sunlight) -- or casters only. I'm not going to pretend that all those playthroughs are the same difficulty-wise -- there's loads of traps in IWD and the like. But it's part of the fun. And what keeps these games interesting.

I played Solasta's main campaign (5e) more recent with two fighters (frontline) and two rogues (archers and sneak bonus attack dealers from the backrow). I'd assume it is far easier to balance 5e than previous editions around lots of viable combinations. Certainly more so than 3e-ish. On the flipside, of course, there aren't as many "crazy" options. It's worth noting that Larian aren't strictly abiding to rules.

Last edited by Sven_; 16/12/22 10:17 AM.