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3 Strikers and a Controller - Tactical Advice?

Denaes

First Post
We have:

Elf Ranger (AC of like 23)
Half Elf Warlock (AC 13)
Tiefling Rogue (AC 15)
Eladrin Wizard (AC 14)

The ranger is Ranged.
The rogue is mostly melee.
The Wiz & War are both ranged.

What it comes down to in a wide open area, the Ranger is off to the side shooting and everyone else gets ganked due to lower AC.

In a more closed in area, the Ranger is pretty much the Defender of sorts, taking most of the hits (or attempts) and he's more limited due to being melee.

Keeping your distance is something D&D (and most RPGs) have done pretty poorly in the past. At least in 3.x moving meant the opponent couldn't get a full attack on you.

The range is insane... 10/20 pretty much covers the whole map on those KotS maps.

So how do you have your ranged guys keep their distance? It just seems that others could run and chase you down and you're stuck equally running away or getting ganked.

We had a paladin for one game, but the player has been absent for the last 3. Things went a little smoother with the Rogue then.

Any ideas in the rules (or how to set things up, I am the GM) on how to help the guys out here?
 

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Why is the rogue suffering from such low AC?

As for tactical advice, I really have very little to suggest. Unlike outdoor maps, dungeon maps pretty much require defenders.
 

MarkB

Legend
So how do you have your ranged guys keep their distance?

I'm afraid the answer is, largely, "interpose a Defender between them and the enemy".

Since that's not an option, there are some things the Controller can do. He should be specialising in spells that either forcibly move opponents or pin them in place, and area effects that leave lasting zones which are difficult or dangerous to traverse.

Honestly, if there's no prospect of getting the paladin back full-time, it may be an idea for the three striker players to draw straws, and have one of them switch to a leader or defender class.
 


Denaes

First Post
Why is the rogue suffering from such low AC?

Now that you mention it, I'm not sure why.

Two players screwed up the skills and weren't counting their +5 bonus ("i'll add it in on my own when I roll the skill" - only they kept forgetting it. I had to MAKE them factor in the bonus) so maybe he's missing something on his AC.

10 (Base) + 3/4 (Dex bonus) + 2 (leather armor)? I think he might be missing something, but not anything that would put him up near 20 or anything.
 



Denaes

First Post
Oh, they just hit level 3 last session.

The rogue doesn't want to take armor that will penalize his skills.

The ranger has better armor. He's not Sir Sneaksalot. He's Sir Shooty.
 

Nifft

Penguin Herder
Infernal Warlocks can tank hella good, if they invest a few feats.

Rogues just aren't solo tanks. They need someone to flank with at the very least.

Between the lack of Defender and the lack of Leader, they're going to be disproportionately hurt when the dice go against them. How do you make them play non-Strikers? I dunno. Point them here, perhaps, or wait for them to die and then suggest it?

Cheers, -- N
 

Still not seeing how the ranger has a 23 ac. At best without feats he has hide armor. That's 3, lets assume 20 dex for now. That's an 18 ac. What else does he have going for him? Even with +1 hide armor that's a 19. And one for level makes a 20.
 

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