Hi Silver Knight, [img]graemlins/happywave.gif[/img]
Paladin: axe, sling, flail, longsword - use bows instead of slings if you don't mind switching out your shield everytime you need to shoot.
R/C: Mace, sling, flail, staff
F/M (actually F/Ill, if a gnome): bow, greatswords, dagger, hammer
F/D: scimitar, sling, club, spear
F/M/T: bow, longswords, bludgeoning weapon of choice, maybe dagger
Bard: axe, bow (doesn't matter really, as this character shouldn't be shooting)
Note that the blunt weapons are interchangeable. I like to take flail with the paladin because of the Hammer Flail, Shocking Flail, and Misery's Herald (two stunning flails and one with bonus against elves). However, you could just as well take maces for Three White Doves (undead destroyer).
For spells: you should be able to get MM and CO with all three, same for Mirror Image. Aside from that, take close-range spells with the F/Ill; Burning Hands, Shocking Grasp, touch spells, Cone of Cold, Sunfire, etc. The F/Ill should also have Blur and Stoneskin. If you use your F/Ill to scout, you might find Chaos or Confusion useful. The bard gets "buffing" spells - Strength, the Emotion spells, Protection spells (fr Evil, Normal Missiles, Petrification, etc), summons, and uncapped damage spells (Acid Arrow, Skull Trap, Mordenkainen's Force Missiles). The F/M/T gets duplicates and most of the necromancy spells. Spread out your summons a little: it's often good tactics for every caster to have a summoning spell ready if you are in dire need of meat shields.
It's an art more than a science. Think about what role each character is best suited to playing, and pick accordingly. Try to have a bit of balance, though.
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