Post by DM Dan/Bi'rel/Sheila on May 8, 2015 19:09:15 GMT
D&D is a group game and should be played as such to get the most fun out of it. You and your party are less likely to survive playing as individuals than if you play as a group. Here are some very basic ideas to play as a group.
Cleric: The cleric is designed for the purpose of healing and preventing damage to a party, they should be anticipating battles and casting protections on the party before getting into a battle. During battle their job is to heal the party members and very limited combat. They will not do as much damage as others so they will mostly protect the party.
Fighter: The fighters job is to protect all those in the party by taking the damage and preventing the rest of the party from being attacked. Simply stated, you are the meat shield of the party.
Paladin: Much like the fighter you should be shielding the party. The other benefit you have is a few spells for keeping yourself and those close to you with some emergency healing and protections.
Ranger:
Ranged attacker: As a ranger you are not as much of a shield as a Fighter or Paladin but you can take some damage but as a ranged attacker your job is to disrupt any spell casting creature or ranged attacking creature.
Melee attacker: Another that is not going to be able to take much damage your job is to support the party, go where you are most needed. Spell casters, healers, ranged attackers, and shields in that order.
Rogue: Rogues are all about stealth and surprise attacks. You primary target should be the biggest threat but use your surprise to your benefit, that may mean constant movement through a battle.
Sorcerer, Warlock, Wizard: Your job is to do the most damage to the most enemy in the least amount of time. The only time you should ever use a melee weapon is if you have used every single spell you have and every single ranged weapon you have. Then you might want to decide if running away would serve you better.
Fighting as a party: D&D is a group game not an individual game.
As you seen staying bunched up can cause death for a lot of people really quickly, spread out as to not all get damaged at once.
Fight as a team, see the above for what your character should be doing.
Communicate, if your hit fairly badly might be a good time to call for the cleric.
Cleric: The cleric is designed for the purpose of healing and preventing damage to a party, they should be anticipating battles and casting protections on the party before getting into a battle. During battle their job is to heal the party members and very limited combat. They will not do as much damage as others so they will mostly protect the party.
Fighter: The fighters job is to protect all those in the party by taking the damage and preventing the rest of the party from being attacked. Simply stated, you are the meat shield of the party.
Paladin: Much like the fighter you should be shielding the party. The other benefit you have is a few spells for keeping yourself and those close to you with some emergency healing and protections.
Ranger:
Ranged attacker: As a ranger you are not as much of a shield as a Fighter or Paladin but you can take some damage but as a ranged attacker your job is to disrupt any spell casting creature or ranged attacking creature.
Melee attacker: Another that is not going to be able to take much damage your job is to support the party, go where you are most needed. Spell casters, healers, ranged attackers, and shields in that order.
Rogue: Rogues are all about stealth and surprise attacks. You primary target should be the biggest threat but use your surprise to your benefit, that may mean constant movement through a battle.
Sorcerer, Warlock, Wizard: Your job is to do the most damage to the most enemy in the least amount of time. The only time you should ever use a melee weapon is if you have used every single spell you have and every single ranged weapon you have. Then you might want to decide if running away would serve you better.
Fighting as a party: D&D is a group game not an individual game.
As you seen staying bunched up can cause death for a lot of people really quickly, spread out as to not all get damaged at once.
Fight as a team, see the above for what your character should be doing.
Communicate, if your hit fairly badly might be a good time to call for the cleric.