Posted May 09, 2019
I wanted to share some observations regarding party composition after having played this game for a few days. Seeing how most of the fun in RPG is tinkering with stats instead of opting for premade characters I went with the route of making an all custom party. A safe and somewhat boring core of d20 cliches:
1) Human Cleric: max wisdom, strength and constitution. Extra turning. Becomes a one man undead killing machine, especially after I found a mace of undead disruption. Moonlights as a healer.
2) Elf Wizard: max intellect, dexterity. It feels like damage dealing spells are not as effective as web, grease and summoning. Also shoots magical crossbow.
3) Dwarf Fighter: max constitution and strength. Heavy armor, axes, hammers and spears. Main "DPS"
4) Human Fighter - swords, flails and shields. Main tank and target for buff spells. Mainly there so that the dwarf can stab things from behind his back.
5) Human Fighter - finesse archer, pretty accurate with the 20 dexterity score he got at the very start of the game from a quest trinket. Fights with a variety of light weapons when out of arrows.
6) Halfling Rogue - would have been useless if not equipped with a magical returning dagger from the main story quest that bleeds opponents. Mostly runs around the enemy, misses a lot.
After playing this vanilla setup I found the rogue to be somewhat useless - unless he becomes absolutely essential for traps in the late game. Sneak attacks are somewhat inconsistent.
Humans seem to be a better choice all around compared to fancy races - no downside and you can choose a +2 to any stat (plus an extra feat). This eliminates the need for half-orcs.
I'm wondering if a more caster heavy party would be viable? From what I can tell from Steam forums, damage dealing ability of fighters scales better than those of spell casters at high levels.
Also, do multiclass or dualclass options exist in this iteration of the ruleset?
1) Human Cleric: max wisdom, strength and constitution. Extra turning. Becomes a one man undead killing machine, especially after I found a mace of undead disruption. Moonlights as a healer.
2) Elf Wizard: max intellect, dexterity. It feels like damage dealing spells are not as effective as web, grease and summoning. Also shoots magical crossbow.
3) Dwarf Fighter: max constitution and strength. Heavy armor, axes, hammers and spears. Main "DPS"
4) Human Fighter - swords, flails and shields. Main tank and target for buff spells. Mainly there so that the dwarf can stab things from behind his back.
5) Human Fighter - finesse archer, pretty accurate with the 20 dexterity score he got at the very start of the game from a quest trinket. Fights with a variety of light weapons when out of arrows.
6) Halfling Rogue - would have been useless if not equipped with a magical returning dagger from the main story quest that bleeds opponents. Mostly runs around the enemy, misses a lot.
After playing this vanilla setup I found the rogue to be somewhat useless - unless he becomes absolutely essential for traps in the late game. Sneak attacks are somewhat inconsistent.
Humans seem to be a better choice all around compared to fancy races - no downside and you can choose a +2 to any stat (plus an extra feat). This eliminates the need for half-orcs.
I'm wondering if a more caster heavy party would be viable? From what I can tell from Steam forums, damage dealing ability of fighters scales better than those of spell casters at high levels.
Also, do multiclass or dualclass options exist in this iteration of the ruleset?