For my LMOP adventure, I am using a Minotaur barbarian, a Taxabi Monk, a Human rogue, a Half-elf sorcerer, a Centaur Ranger. and a Mountain Dwarf Cleric. Is this good, or should i change it?
5e is very forgiving about party composition; the general rule of thumb is players can play whatever they want (assuming DM buy-in). I've heard of parties that are all one class. The party you list has a mix of melee and casters, with at least one character who can provide some healing. Is the Ranger primarily ranged or melee? You are using 2 UA races, so be prepared for some surprises in terms of balance. Related to that, I'm not sure how centaurs and stairs/dungeons work, but you can sort that out as you go.
what im asking is if it will be good or bad for the adventure. It the party combination too good or bad, tell me your thoughts on the composition. Is there any changes i should make The players do not know what their characters are going to be yet
Doing so reduces options for healing. I'm curious, though, are you the DM, creating a set of pre-generated characters for your players, or a player trying to decide what to play?
For a D&D game, the only things I really suggest being necessary to cover are
1) some way to deal with traps / ambushes. Barbarians, rangers, rogues and monks all have some ability here, though barbarians tend to be bad at the Perception checks, though they are critical when dealing with STR-based traps. Access to Religion, Arcane and Survival checks are also useful for exploration, which your cleric, sorcerer and ranger have, respectively.
2) a party face. (usually a team with someone with CHA skills and someone with WIS-based Insight)
3) some anti-magic measures. Usually in the form of Countermagic in battle, and Detect Magic / Dispel Magic out of combat. Sorcerers can do all three, clerics can do the latter two.
4) some healing measures. This can be through magic or through potions/healing kits. This is less about HP recovery (though useful) and more about Restoration and the occasional Resurrection abilities.
5) AoE abilities. You can't hit a swarm of bugs to death, but you can burn it all.
All in all, your party hits all the points that a well balanced group needs to.
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For my LMOP adventure, I am using a Minotaur barbarian, a Taxabi Monk, a Human rogue, a Half-elf sorcerer, a Centaur Ranger. and a Mountain Dwarf Cleric. Is this good, or should i change it?
Elliott Neve
5e is very forgiving about party composition; the general rule of thumb is players can play whatever they want (assuming DM buy-in). I've heard of parties that are all one class. The party you list has a mix of melee and casters, with at least one character who can provide some healing. Is the Ranger primarily ranged or melee? You are using 2 UA races, so be prepared for some surprises in terms of balance. Related to that, I'm not sure how centaurs and stairs/dungeons work, but you can sort that out as you go.
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I'll echo what ArwensDaughter said. If you and your players are happy, knock yourselves out.
what im asking is if it will be good or bad for the adventure. It the party combination too good or bad, tell me your thoughts on the composition. Is there any changes i should make The players do not know what their characters are going to be yet
That was me on a different account
Elliott Neve
I really wouldn't worry about it - as others have said, it doesn't matter too much.
What I would do, is try to make sure that they have all of the likely proficiencies covered between them.
The Sorceror is the only charisma based class there, so note that they will probably dominate social interactions.
The Rogue and the Monk can likely buddy up for stealth to scout out encounters.
You've got a strong "front line" in the barbarian and cleric, with the ranger and sorceror providing ranged damage.
All looks good!
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Would you suggest replacing the cleric with a paladin?
Elliott Neve
Only if someone wants to play a Paladin instead of a Cleric.
The game is really flexible in terms of party composition. :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Doing so reduces options for healing. I'm curious, though, are you the DM, creating a set of pre-generated characters for your players, or a player trying to decide what to play?
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
For a D&D game, the only things I really suggest being necessary to cover are
1) some way to deal with traps / ambushes. Barbarians, rangers, rogues and monks all have some ability here, though barbarians tend to be bad at the Perception checks, though they are critical when dealing with STR-based traps. Access to Religion, Arcane and Survival checks are also useful for exploration, which your cleric, sorcerer and ranger have, respectively.
2) a party face. (usually a team with someone with CHA skills and someone with WIS-based Insight)
3) some anti-magic measures. Usually in the form of Countermagic in battle, and Detect Magic / Dispel Magic out of combat. Sorcerers can do all three, clerics can do the latter two.
4) some healing measures. This can be through magic or through potions/healing kits. This is less about HP recovery (though useful) and more about Restoration and the occasional Resurrection abilities.
5) AoE abilities. You can't hit a swarm of bugs to death, but you can burn it all.
All in all, your party hits all the points that a well balanced group needs to.