Ichabod said:
What I prefer is for every character being relevant to every scene. It's seriously boring waiting for the combat characters to end their combats or for the talky characters to finish their negotiations or any other situation where some of the party has no impact on the scene.
Why won't they have impact on the scene?
I don't know if you've been following the thread on my campaign, but the three PCs I have in my game certainly aren't stat-busters by any means. One first level City Watchman (Soldier) and two first level theives.
The first level thieves both have STR 7. Which means -2 damage. And, right now, they've got poinards for weaons (1d6 damage).
This means, going up against a leather armored foe, they've got to roll a 5 or 6 on damage just to get 1 point of damage (by the minimum damage rule).
Leather = DR 4.
STR = -2 dam
Armor is not subject to the min dam rule, so if they roll a 1-4, it's 0 damage.
A successful sneak attack is the only time they do respectible damage (1-4 with poinard plus 1-8 sneak attack damage).
What they're hoping to do, of course, is strike with finesse. But, of course, that's harder to do (4 points harder). If they strike, they'll do 1-4 damage, with the emphasis on "1" because of their -2 STR penalty.
Point being: This isn't keeping the thieves out of the action. Last game session, two bandits were killed (each wearing leather and carrying arming swords--more dangerous characters than the PCs), and it was one of the thieves--not the Watchman--that did the killing (although the others helped).
Some would say that these thieves aren't "combat thieves", but I think that's nonsense. A player just has to realize his character's weaknesses and try to build the character in spite of them.
For example, we've been discussing, in between games, how to make the two theives more combat capable. And, we've come up with a lot of stuff.
Here's some of our thoughts
1. Build up the Bluff skill and use the Feint combat maneuver often, taking advantage of the theives' Sneak Attack ability. Consider other combat maneuvers, too.
2. Get better melee weapons. Trade in the poinards for arming swords. Or, a staff makes a damn good thief weapon, and it is has reach.
3. Consider fighting with two weapons. Arming sword and poinard makes a good choice. Combine this with the Two Weapon Combat Feat, and it's a dynamite choice.
4. Look at all feats that would benefit the characters and build upon them. Dodge (better dodge); Toughness (more hit points); Skill Focus (on something like Bluff for the Feint maneuver). Etc.
5. Better armor. Chain is DR -5, plus helm, would be -6 DR, only suffering a -3 armor check penalty.
6. Distance weapon. STR makes bows, slings, and thrown weapons a hampered choice. But, there's still crossbows!
7. Alchemy. Consider making combustable, blinding, distracting chemicals for combat. Something that can be thrown on the ground to explode, make noise, or give off smoke..etc. Maybe something to throw in an opponent's eyes.
8. Use your noggin'! Always think tactically and strategically. Don't start a fight (or enter a fight) you can't finish. Never rush into combat. Avoid it when possible. Fight dirty. Be sneaky.
9. Always attempt to go first in a combat, get in the first blow. Take Improved Initiative feat to enable this. This way, on the first round, others are considered flat footed and subject to sneak attack.
So, you get the idea. These are very normal characters, stat-wise, but the players are scheming to make them more effective.
In short, I think just about every character can be effective in combat, if he's played to his ability.