>F/M/T
so they all, i assume 4 to 5 players, made half-elf multi-class fighter/mage/thieves? That would be fun to see, not sure about playing it.
No cleric or druid? They would die pretty fast, even if they were very lucky or inventive they would soon come upon a situation with undead and lots of damage and would die.
>The entire table: F/M/T
entire party can use long bows, shields and swords, sneak all together and make backstab raids combined with spells that certify stealth and infiltration and many other things but of course they are not mighty in direct combat or vs undead, nor can they heal each other or do many other things other classes or single class characters can do.
But they can do interesting things all together.
You have a party of ninjas, or if its not oriental adventures or some Japanese campaign, a party of mystical "shadow" men.
They can all go stealthy, magically or not. Spider climb spells, climb ability, invisible party fully all of them at level 3.
>>The entire table: F/M/T >>GM:
the GM should have accepted for the laughs and then ran the first adventure;
Night of the Walking Dead, its in Ravenloft and full of undead (and the crocodile and giant frogs at the start you would replace with undead). And all adventures following would be with undead, in ravenloft.
>The entire table: F/M/T
AD&D 1e PHB, page 33. Even elves can take this combo. So they would have all the special elf abilities. Charm and sleep resistance, bonus on sword and bow, they can see in the dark, secret doors and because they are all elves they surprise monsters easily.
AD&D 1e PHB, page 16
If alone and not in metal armor (or if well in advance- 90' or more -of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 213% (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 113% (d6, 1-2)
Great party, they also have all Thieve's Cant and Backstab and its just awesome.
>>The entire table: F/M/T
without healing or other clerical stuff or pure fighters they would adjust their tactics and style of play or die very fast or eventually (but this happens to everyone).
This would be fun and very original if they can indeed coordinate.
Direct conflict combat would be their doom or some undead even if they lasted for a very long time.
>The entire table: F/M/T
When they are around 5th to 6th level and they had access to 3rd level spells, if they coordinated, they would just kick ass.
You would have a team fully stealthy, backstab capable, great at surprise, that can move in unison without being perceived and strike hard and fast with mundane and magical means and then get the frick out of there.
But would of course miss out on high level spells and other peak high level capacities. But this would be ameliorated by teamwork and careful planning.
>>The entire table: F/M/T >>GM: I Quit
Weak choices
All mages, extremely fragile
All thieves, they just enter a city and start pick-pocketing and burglarizing till they grow old or are caught and executed
All bards, they create a theater group and stop dungeon crawling
Strong choices that eventually run out of steam and die
All warrior classes, paladin can heal but its not enough
Strange choices
all clerics and druids of different deities, they dissolve the party due to metaphysical ideological differences
all monks, they enter a monastery and abandon the thought of venturing to the outer world
>>GM: What classes will you pick?
6 member party
Paladin (Cavalier) of Torm
Paladin, Undead Hunter of Kelemvor
Paladin, Inquisitor of Tyr
Cleric of Torm
Cleric of Tyr
Cleric of Helm
Holy fricking Warband, no thieves, no mages, no bards, no druids, just a crusader gathering. Direct conflict against everything.
>>The entire table: F/M/T
Actually out of all multi-class combinations for a party this is good if they all take the same.
F/M seems stronger but they would engage in open combat early on since they would have no thieving skills and thus would most likely die much faster. They also cannot deal with traps or move stealthily as a party untill they all get more spells.
Of course there is the F/C combo for a dwarf party but it assume direct conflict.
There are many other combinations of course, but this takes advantage of their elven blood. Surprise, immunities etc
F/M/T seems weak but when all the party has it and they coordinate they can kick ass.
>/T
get a load of these guys nerfing themselves lmao
nice
>picking Thief
>ever
False
No cleric?
>quits like a b***h instead of rolling with it and coming up with a premise where it makes sense for them all to be F/M/T
OP is a homosexual.
>F/M/T
so they all, i assume 4 to 5 players, made half-elf multi-class fighter/mage/thieves? That would be fun to see, not sure about playing it.
No cleric or druid? They would die pretty fast, even if they were very lucky or inventive they would soon come upon a situation with undead and lots of damage and would die.
It would be interesting.
>The entire table: F/M/T
entire party can use long bows, shields and swords, sneak all together and make backstab raids combined with spells that certify stealth and infiltration and many other things but of course they are not mighty in direct combat or vs undead, nor can they heal each other or do many other things other classes or single class characters can do.
But they can do interesting things all together.
You have a party of ninjas, or if its not oriental adventures or some Japanese campaign, a party of mystical "shadow" men.
They can all go stealthy, magically or not. Spider climb spells, climb ability, invisible party fully all of them at level 3.
many things, but very fragile as a party.
All this time I thought wizards and thieves couldn't use shields in 1e.
>All this time I thought wizards and thieves couldn't use shields in 1e.
well, they have the fighter class in their combo
>>The entire table: F/M/T
>>GM:
the GM should have accepted for the laughs and then ran the first adventure;
Night of the Walking Dead, its in Ravenloft and full of undead (and the crocodile and giant frogs at the start you would replace with undead). And all adventures following would be with undead, in ravenloft.
>The entire table: F/M/T
AD&D 1e PHB, page 33. Even elves can take this combo. So they would have all the special elf abilities. Charm and sleep resistance, bonus on sword and bow, they can see in the dark, secret doors and because they are all elves they surprise monsters easily.
AD&D 1e PHB, page 16
If alone and not in metal armor (or if well in advance- 90' or more -of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 213% (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 113% (d6, 1-2)
Great party, they also have all Thieve's Cant and Backstab and its just awesome.
>>The entire table: F/M/T
without healing or other clerical stuff or pure fighters they would adjust their tactics and style of play or die very fast or eventually (but this happens to everyone).
This would be fun and very original if they can indeed coordinate.
Direct conflict combat would be their doom or some undead even if they lasted for a very long time.
Still fun, i would play the game.
>The entire table: F/M/T
When they are around 5th to 6th level and they had access to 3rd level spells, if they coordinated, they would just kick ass.
You would have a team fully stealthy, backstab capable, great at surprise, that can move in unison without being perceived and strike hard and fast with mundane and magical means and then get the frick out of there.
But would of course miss out on high level spells and other peak high level capacities. But this would be ameliorated by teamwork and careful planning.
>>The entire table: F/M/T
>>GM: I Quit
Weak choices
All mages, extremely fragile
All thieves, they just enter a city and start pick-pocketing and burglarizing till they grow old or are caught and executed
All bards, they create a theater group and stop dungeon crawling
Strong choices that eventually run out of steam and die
All warrior classes, paladin can heal but its not enough
Strange choices
all clerics and druids of different deities, they dissolve the party due to metaphysical ideological differences
all monks, they enter a monastery and abandon the thought of venturing to the outer world
>>GM: What classes will you pick?
6 member party
Paladin (Cavalier) of Torm
Paladin, Undead Hunter of Kelemvor
Paladin, Inquisitor of Tyr
Cleric of Torm
Cleric of Tyr
Cleric of Helm
Holy fricking Warband, no thieves, no mages, no bards, no druids, just a crusader gathering. Direct conflict against everything.
>>The entire table: F/M/T
Actually out of all multi-class combinations for a party this is good if they all take the same.
F/M seems stronger but they would engage in open combat early on since they would have no thieving skills and thus would most likely die much faster. They also cannot deal with traps or move stealthily as a party untill they all get more spells.
Of course there is the F/C combo for a dwarf party but it assume direct conflict.
There are many other combinations of course, but this takes advantage of their elven blood. Surprise, immunities etc
F/M/T seems weak but when all the party has it and they coordinate they can kick ass.