This is kind of a loaded/rhetorical question, but my group -- who have now played 3 sessions, and we're starting a new one -- is struggling to balance their role choices with what they anticipate will be the scenarios they will face.
I have been very open with them in saying they can all choose Assassins if they wanted and I would still GM the group with a smile. But they're experienced gamers (well, 4 of 5 of them are), and want some general input on what they think will be the best balance without being too prescriptive.
There are 4 PCs in this group (5 players in our circuit, but typically only 4 at a session at any one time).
To the end of letting them feel they're filling solid "gaps", I am going to recommend they consider four broad "areas". Based on my own (admittedly limited experience), it seems to me that the critical pieces are:
-- A Talker
-- A Fighter
-- A Healer
-- A Techie
I don't think my group will have any trouble settling on how to hurt others, so the Fighter piece is easy to solve.
The Talker bit offers a similarly fun selection. Trader-talker, Diplomat-talker, Scoundrel-talker, etc. I think they'll see the logic in the role.
Techie's a bit trickier. Based on my play so far, there's solid choice here, but the gravity around Outlaw Tech and Slicer seems pretty strong. Am I missing something? I know Gadgeteer would be fun if the party was only 2 people and they needed to fill a Fighter/Techie role, but in a group of 4, is there any reason a party would want to go with Gadgeteer over Outlaw Tech? (Thinking purely in terms of specialization -- not player choice.)
So I would think this division still leaves room for some good options...with the possible exception of the Healer bit. So is there any way a balanced group should NOT take a Doctor? They seem almost too good to overlook. No other specialization seems to offer what they do, in terms of more-than-skin-deep medicine options.
Am I thinking about this wrong?
Anyways, input would be appreciated.