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View Full Version : A few questions about the Mad Mage Module, no spoilers please.



Misterwhisper
2019-01-02, 04:32 PM
Quick and to the point:

1. Are their any classes or subclasses that would be especially good to have or ones that would have problems?

2. Is it a big issue to not have darkvision?

3. Is a social character really needed?



I am building the PCs for the group about to be going through the module, my plan so far.

A tabaxi hexblade 2, swashbuckler 3. All charisma based in medium armor with a shield and rapier. Carries a longbow for backup.

Deep gnome abjurer wizard.

Wood elf kensei monk with a longbow.

Mountain Dwarf Forge Cleric.


Want to make sure the group is balanced and everyone has a good use.

Bel-Torac
2019-01-03, 02:03 AM
1. Gloomstalker ranger/rogue is amazing in DMM. Classes with some crowd control/aoe are very useful. Also water breathing/walking in the earlier levels. Being able to speak Undercommon or have tongues for social characters is a must. Having a balanced party designed for dealing damage and exploration will be extremely efficient. Ancients Paladin if you decide on a paladin, Clerics are always useful, wizards will be king.

2. Yes if other characters are trying to be stealthy and how the DM decides to use light. Otherwise a hooded lantern is fine.

3. No, but it's a plus.


Your party is is decent and well balanced. If you switched the monk with a gloomstalker ranger/rogue you'll be very powerful.

Marcloure
2019-01-03, 04:23 AM
Social skills aren't a must, but they sure have their use. DMM isn't just slashing all the way down.