1 Warrior: The warrior's duty is simple. Engage the enemy, and deflect harm from those less able to absorb it. The party's warrior must be brave, skilled and true; as he represents the foundation that the safety of the group is formed upon. He shall take the lead postion, (see fig. 1) and directs the movement of the party. Where the Warrior leads, the party must follow, without hesitation.
2 Protectors: The Protector serves a dual role in a party. His/her primary duty is to keep the party healed, and the Warrior protected by any manner of magic available. Between them, they must monitor the health of the group at all times. The Protector must also be prepared to lend a bow or blade when the need arises. Thus, one who would serve as Protector must be skilled in combat as well as magery; during the hunt or battle itself, they should be prepared to adapt to the needs of the group and communicate well with one another.
1 Wizard: The purpose of the Wizard in each party is multi-fold. If any of the party cannot Recall, the Wizard must be able to Gate them to safety if need be. In combat, however, the Wizard is responsible for the direct elimination of foes; damage done by the most direct and efficient means available. Skill at the bow and blade may win wars, but a well-timed spell can certainly turn the tides. Most importantly, however the Wizard is responsible for monitoring the condition of the foes, and if there are multiple, calling out targets to be attacked.
0-4 Flankers: Perhaps it is our young bretheren who can benefit most from our hunts. But a young elf does not have the skills to survive without support. For this reason are young elves advised to train themselves to disappear... The Flanker takes his bow, blade or spell, and waits behind or beside the party for a target to present itself. Only once the others have engaged do they let fly with their attacks. This allows them the maximum training opportunity with minimum risk. A Flanker can be of any discipline, though archers and mages work best. The Flanking postion can also be well taken by an experienced elf as well; a strong bow or a crackling bolt from a defended position is always appreciated.
This gives a
good picture of how a party might be organized. Note how the Wizard
and Flankers come under no direct fire. The Protector on the right
would likely draw a weapon at this time, and the Protector on the left
would concentrate on keeping the Warrior and other Protector healed, enspelled
with Reactive Armor, etc. The Wizard would call out targets for the
Flankers, and they would unleash a combined onslaught of arrows and spells.
Keep in mind that normally, when hunting shard creatures, the targets come
one at a time. Against more cunning opponents, similar tactics can
be used, but the Wizard's job becomes yet more critical. Another
area not to be neglected is practicing movement in a tight group.
The Warrior must direct the movement, and the Protectors and Wizard should
keep close indeed. The flankers are allowed more distance, but should
be able to see the party at all times.
This is the option I submit for perusal and comment. I feel it warrants a test; so send me any feedback you might have.