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General Tabletop Discussion
*Pathfinder & Starfinder
3 Strikers and a Controller - Tactical Advice?
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<blockquote data-quote="Denaes" data-source="post: 4343159" data-attributes="member: 33738"><p>We have: </p><p></p><p>Elf Ranger (AC of like 23)</p><p>Half Elf Warlock (AC 13)</p><p>Tiefling Rogue (AC 15)</p><p>Eladrin Wizard (AC 14)</p><p></p><p>The ranger is Ranged. </p><p>The rogue is mostly melee.</p><p>The Wiz & War are both ranged. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>The range is insane... 10/20 pretty much covers the whole map on those KotS maps.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Any ideas in the rules (or how to set things up, I am the GM) on how to help the guys out here?</p></blockquote><p></p>
[QUOTE="Denaes, post: 4343159, member: 33738"] 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? [/QUOTE]
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3 Strikers and a Controller - Tactical Advice?
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