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General Tabletop Discussion
*Pathfinder & Starfinder
3 Strikers and a Controller - Tactical Advice?
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<blockquote data-quote="DracoSuave" data-source="post: 4344086" data-attributes="member: 71571"><p>1)</p><p></p><p>If you're going to GMPC with a group of three strikers, to make things balanced, a wizard is a bad idea. </p><p></p><p><span style="color: Red">Fail.</span></p><p></p><p>2)</p><p></p><p>I don't understand how a Ranger can have such a huge AC at level 3.</p><p></p><p>Even with Dex 20, and two weapon defense, you're looking at:</p><p></p><p>11 + 3 (Hide armor) + 1 (enhancement) + 5 (Dexterity) + 1 (TWD)</p><p></p><p>= 21.</p><p></p><p><span style="color: Red">Fail.</span></p><p></p><p>3)</p><p></p><p>KotS is a dungeon designed to start you at level 1 and has challenges that are geared accordingly. 500XP on average. Level 3 challenges for a 3 man group should be 450XP, so you shouldn't need to adjust much to keep things fair.</p><p></p><p><span style="color: Red">Fail.</span></p><p></p><p>4)</p><p></p><p>Needs more Stealth, as others have said.</p><p></p><p>5)</p><p></p><p>If they're a bunch of glass cannons and they didn't take those handy defensive Utility abilities that let them shrug off consequential hits, they deserve to take those hits.</p><p></p><p><span style="color: Red">Fail.</span></p><p></p><p>6)</p><p></p><p>SERIOUSLY.</p><p></p><p>They should use their stealth to hide behind things. Rogue doesn't need to flank and get up close if he's using hiding to gain his combat advantage. Warlocks just need to keep moving, so he should be fine if he takes Skill Training: Stealth.</p><p></p><p>The Ranger should have gone archery with this group, so they could adopt a run and gun style.</p><p></p><p>Your players made their characters in three seperate vacuums in a game designed around designing a group with synergy towards each other.</p><p></p><p><span style="color: Red">Fail.</span></p><p></p><p>7) Warlocks can wear Leather. Your rogue can wear Leather which gives them no penalties whatsoever.</p><p></p><p><span style="color: Red">Fail.</span></p><p></p><p>8) Seriously, did you discuss your characters -at all- which each other before you got together? Make adjustments to account for -blaring weaknesses- in the team? Have the feylock go star pact so he can throw in some kiting and forced bamf? Have the ranger go archery so he could kite with the team? Have the rogue go Artful Dodger so he could take advantage of Bluff and mobility that your team -desperately needs-?</p><p></p><p><span style="color: Red">Fail.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span>9) When you were suckered into DMing, did you not look at this group and say 'Seriously guys, what the hell, what is your combat stategy -as a team-?'</p><p></p><p><span style="color: Red">Fail.</span></p><p><span style="color: Red"></span></p><p>10) More importantly, why didn't you do this as a player?</p><p></p><p><span style="color: Red">Fail.</span></p><p></p><p></p><p>What you -need- to do is say 'Look guys, one of you needs to be either a defender or a leader, cause after the first round of combat is over, without tricks, you guys are screwed.'</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4344086, member: 71571"] 1) If you're going to GMPC with a group of three strikers, to make things balanced, a wizard is a bad idea. [COLOR=Red]Fail.[/COLOR] 2) I don't understand how a Ranger can have such a huge AC at level 3. Even with Dex 20, and two weapon defense, you're looking at: 11 + 3 (Hide armor) + 1 (enhancement) + 5 (Dexterity) + 1 (TWD) = 21. [COLOR=Red]Fail.[/COLOR] 3) KotS is a dungeon designed to start you at level 1 and has challenges that are geared accordingly. 500XP on average. Level 3 challenges for a 3 man group should be 450XP, so you shouldn't need to adjust much to keep things fair. [COLOR=Red]Fail.[/COLOR] 4) Needs more Stealth, as others have said. 5) If they're a bunch of glass cannons and they didn't take those handy defensive Utility abilities that let them shrug off consequential hits, they deserve to take those hits. [COLOR=Red]Fail.[/COLOR] 6) SERIOUSLY. They should use their stealth to hide behind things. Rogue doesn't need to flank and get up close if he's using hiding to gain his combat advantage. Warlocks just need to keep moving, so he should be fine if he takes Skill Training: Stealth. The Ranger should have gone archery with this group, so they could adopt a run and gun style. Your players made their characters in three seperate vacuums in a game designed around designing a group with synergy towards each other. [COLOR=Red]Fail.[/COLOR] 7) Warlocks can wear Leather. Your rogue can wear Leather which gives them no penalties whatsoever. [COLOR=Red]Fail.[/COLOR] 8) Seriously, did you discuss your characters -at all- which each other before you got together? Make adjustments to account for -blaring weaknesses- in the team? Have the feylock go star pact so he can throw in some kiting and forced bamf? Have the ranger go archery so he could kite with the team? Have the rogue go Artful Dodger so he could take advantage of Bluff and mobility that your team -desperately needs-? [COLOR=Red]Fail.[/COLOR] [COLOR=Red] [/COLOR]9) When you were suckered into DMing, did you not look at this group and say 'Seriously guys, what the hell, what is your combat stategy -as a team-?' [COLOR=Red]Fail. [/COLOR] 10) More importantly, why didn't you do this as a player? [COLOR=Red]Fail.[/COLOR] What you -need- to do is say 'Look guys, one of you needs to be either a defender or a leader, cause after the first round of combat is over, without tricks, you guys are screwed.' [/QUOTE]
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