....That's what I think of the current collection of players that comprise the THACo Fellowship.
Even though we are a group of WIDELY different players, the types of characters are excellent and best of all, CLASSIC!
The Elven Fighter/Cleric. Equally proficient with a Long Bow or his prefered weapon, a Scimitar.
Heavily Armored WITH enough agility to dodge a bit when able.
Wielding a Tower Shield, can hunker down and withstand a respectable amount of punishment.
Capable of self healing as well as providing limited protective spells to the Party.
The Dwarven Fighter/Cleric/Rogue. Virtually a minor Adventuring Party by himself. Very Proficient with both Bow and Axe, this character is at home in most any environment.
Lightly Armored and relying on his natural defences and agility, he compliments his frontline partner the Elf.
Self healing along with the stealth to remain un-noticed, he is a formitable character indeed.
Together, the Elf and the Dwarf can provide a one-way corridor of injury against opposing monsters.
The Human Wizard. The Magic "Mainstay" of the Group. Protecting the party from the dangers of opposing Spellcasters and QUICKLY becoming a powerful representative of the "Negative Material Plane".
His Necromatic Minions have fostered the respect of the other party members to the point of considering the group "shorthanded" with their absence.
The Halfling Sorcerer. Very powerful ranged abilities. Not many creatures can survive an "up close and personnal" encounter with this guy! Non armored, his defence is his agility and being at a distance that most can not reach.
The Human Rogue. The "Tinkerer". With an uncanny ability to know "how things work". He is the "point man" of most actions, providing early warning of dangers threatening the Group.
When action is called for, he is where the enemy DOESN'T expect him to be. Usually at their back with a well-placed dagger thrust of crippling potential.
And finally, The Human Ranger. Ranged Combat Specialist. Normally, located between the Rogue and the Party providing "Back up" to the Rogue. If the Rogue draws the "Interest" of an encountered monster, the Ranger "changes their mind", allowing the Rogue to slip back behind the front line.
This Ranger excels at "reaching out and touching someone". For every arrow the Elf can plant in something, the Ranger can plant FOUR!
Together, they are THACO Fellowship. A CLASSIC Dungeons and Dragons Party! (Except for the Elf, who is not allowed Cleric in 2nd Edition)
A YEAR in the making and having a GREAT time of it!!
Gentlemen......my hat's off to you!