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But I myself wouldn't use a druid in this game. I used one in my first party, and never again. I found that the mirrored path spells are very important in this game, and for magic-heavy parties such as we seem to prefer, the druid's lack of access and inability to GM any magic or combat skill was a crucial drawback. I found the best parties for my style of play to be APCS for Light Path, and ACSS for Dark. The critical combat spell for a Light Path party is Paralyze, and with APCS, the whole party can access it. Summoned light elementals are good, but not in a confined space. You have to be careful not to hit them accidentally in combat, because they turn on you if you do, and it's dismayingly easy to do that in real-time melée.
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