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The TPK curse
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<blockquote data-quote="bret" data-source="post: 547015" data-attributes="member: 713"><p>I think you played it right.</p><p></p><p>Sometimes the dice are just against the group. When this happens, they should cut and run. I would have run after all the misses with missile weapons.</p><p></p><p>I've got one question: Why did the Sorcerer get nailed by an AoO? If a character does nothing other than move during a turn, moving out of the space they start in does not cause an AoO.</p><p></p><p>This makes it possible to just flee without taking a parting shot, provided you aren't surrounded or something. See PHB 122, Provoking an Attack of Opportunity.</p><p></p><p>I wouldn't force the players to take a cleric. No one likes being forced to take a particular class.</p><p></p><p>On the other hand, you might take one of the players who likes to play fighters aside and talk about them playing a cleric. The cleric is a pretty good combatant all by itself. Make it a dwarven cleric and with it's high Con score it can become a really tough character. Point out that they can always multiclass to fighter if it doesn't work out. With spells like Divine Favor, Shield of Faith, Hold Person and Bull's Strength the clerics have a number of ways to bump their fighting prowess, or that of another group member if they want.</p><p></p><p>If they try a cleric, they may realize that it is one of the more overpowered character types in the game.</p><p></p><p>You might also suggest that it is a good idea to have at least one elven fighter in a group. That would help protect the group against ghouls and sleep spells.</p></blockquote><p></p>
[QUOTE="bret, post: 547015, member: 713"] I think you played it right. Sometimes the dice are just against the group. When this happens, they should cut and run. I would have run after all the misses with missile weapons. I've got one question: Why did the Sorcerer get nailed by an AoO? If a character does nothing other than move during a turn, moving out of the space they start in does not cause an AoO. This makes it possible to just flee without taking a parting shot, provided you aren't surrounded or something. See PHB 122, Provoking an Attack of Opportunity. I wouldn't force the players to take a cleric. No one likes being forced to take a particular class. On the other hand, you might take one of the players who likes to play fighters aside and talk about them playing a cleric. The cleric is a pretty good combatant all by itself. Make it a dwarven cleric and with it's high Con score it can become a really tough character. Point out that they can always multiclass to fighter if it doesn't work out. With spells like Divine Favor, Shield of Faith, Hold Person and Bull's Strength the clerics have a number of ways to bump their fighting prowess, or that of another group member if they want. If they try a cleric, they may realize that it is one of the more overpowered character types in the game. You might also suggest that it is a good idea to have at least one elven fighter in a group. That would help protect the group against ghouls and sleep spells. [/QUOTE]
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