Since I’m tighter on time and the cleric has a lot of subclasses (and I even plan to count in the Dead Domain spoilers), today I’m pausing the class-overviews and take a less time-consuming topic: Party balancing.
There are a lot of ways to balance a party, so I just picked the classic way today: The classic 4 player party with a fighter, a cleric, a rogue(thief) and a wizard/Magic-User. Of course with the original rule-set as a basic (even though I won’t get too deep to it). OK, truly, the thief was a supplement class, since the first D&D edition only had Fighting Man, Cleric and Magic-User.
- Fighter: A classic fighter gets a lot of attacks, heavy armor and more out of its STR, but outside battle and strength tasks he’s pretty useless.
- Cleric: Another armored dude with less good weapons, but to be able to support the fighter at the front at least. Healing and support magic mostly, but only to 7th level.
- Thief: Thieves weren’t combat characters at all, light armor, attack bonus like a wizard and the same hit points. But they had something, which made up the early skill systems (when D&D was much more dungeon focused), which allowed them to move silently, find traps, open locks and pick pockets.
- Magic-User: Magic-User were bad in combat, but were able to use magic and even in 1e afterwards they were the only class, which could use up to 9th level. Can do almost everything with magic, only healing is missing.
In this constellation, we have the following:
- One character who does well in melee and one, who can support him there (50% can be at front)
- Two characters which can cast spells (50%), even though one is a decent melee, while the other is a better caster
- One character can heal
- One character who can take care of traps, pick locks, etc.
Of course editions changed, even though the classic party remained. And is still the classic balance, now I’m using my own impressions of the balancing factors in this party and how you can ensure, that your party can stay in said balance.
- About 40% of the characters should be able to hold a front. To protect your squishy guys, you really need some meat at the front, who can stay there constantly. A monk or a bard may stay there one or two rounds, but should only to give a front-character a break for healing purposes.
- At least one real melee-character: Even though you can make up a front, at the melee must be pressure for your opponent, means above average survivability to tough it out, enough damage to keep being dangerous and simply a presence.
- There should be at least 2 spellcasters: Instead going with a percent value here, I think 2 spellcasters are plenty for a 3-5 headed party. Following spell-tasks should be present: Healing, supporting, AoE damage, controlling and some divination. Since only 3 classes don’t have automatically spellcasting abilities (even though 2 can get it and the other can use a pseudo spellcasting build), this shouldn’t be a problem.
- Someone who gets around a dungeon: Since dungeoneering will stay a vital part of D&D, someone should be able to pick locks and find and disable traps.
- A variety of skills: More like a new feature, but most skills should really be covered by the party. Not all are as essential, but most will come in handy at some point.
If you want to look for simple substitutes, you can use this:
- Fighter: Barbarian and Paladin
- Cleric: Valor Bard and Moon Circle Druid
- Rogue: Lore Bard, Ranger, Warlock
- Wizard: Land Circle Druid, Sorcerer, Tome Warlock
There are plenty of ways to actually hold up that balance in other ways, but here we’re just talking about the simple way. Maybe I might take that topic up again another time, to introduce other means of maintaining a party balance (like how a barbarian, rogue, bard and sorcerer party of mine in 3.5e had their own quirky balance).
And remember: Just because the iconic group makes often appearance in Starter Sets, etc. there are still plenty of functioning parties out there, which aren’t made by that formula. Some of them are even representing D&D.
OK, bad example…