EntropyDecay
First Post
Totally right, when the ranger came back with her report of the upper tower level, the whole combat plan they developed was "Let's go and get them" followed by the casting of Bull's Strength. This is their typical tactic for all encounters they meet. The players of the PsyWar and the Illusionist are VERY frustrated about this, because they are the only ones in the group who would like to use more party tactics. But since they are a minority in the group...Saeviomagy said:I think it's fairly clear that, with a couple of exceptions, the party played extremely poorly.
It also sounds like (apart from the illusionist), they're not so much a party as a group of people. ie - there wasn't much in the way of group tactics, beyond the psywar tripping the devil, or the illusionist buffing people. Is this about right?
The cleric thought the paladin was responsible for his own healing as long as he can use his Lay On Hands ability. But when the paladin waited until he was at 13 hp and the critical hit brought him down to -12, he was beyond any help. More of poor playing on the side of the paladin.Saeviomagy said:Finally, I hate to say it, but a group with no healing is going to have some serious troubles. Reduced healing, I can understand. Being reluctant to use slots to heal, I can understand. Not healing someone who's practically dead (the paladin) is just being silly.
Saeviomagy said:The first non+ enchantment I get on a weapon (assuming I get to choose it) is going to be sure striking. The next one will be ghost touch. Damage is nice, but being totally unable to hurt your opponent seriously outweighs the advantages of an elemental weapon.

Well, all players know the basic rules of the system. Most are non-D&D roleplayers since several years and our D&D campaign started nearly a year ago. Regarding the more complicated rules of D&D I would say that 2 players (PsyWar, Ranger) have a good grasp of it, 1 player (Illusionist) is not very firm with the rules but compensates that through good ideas (When he doesn't know the rules, he just describes what he wants to do and asks me about the game mechanics. Works good most of the time), 1 player (Paladin) should know the rules (e.g. spells, abilities, equipment,...) but forgets to use them very often especially when he is frustrated (which happens really fast e.g. first attack against Narzugon hits but does no damage -> Player frustrated) and the last player (cleric) barely knows the basics, but seldom makes the effort to read in his rule books ("Dark Age of Camelot" seems to eat all of his spare time. He is one of the top ranking (power) gamers on a german server).Saeviomagy said:It sounds like your party really don't know their own powers, or the advantages and disadvantages of their choices. Would you say that a large proportion of your group has a tenuous grasp on the rules? If that's the case, and they're unwilling to invest their time, perhaps you should give them some appropriate strategy tips. Telling them the disadvantages of elemental weapons in the first place would possibly have encouraged one or more of them to run with +2 instead of +1, cold. ie - the wizard they employ to enchant the thing says "All these guys, coming in, asking for the elemental enchantments... it's flashy, it looks cool, it makes your opponents burn to a crisp. Give me a +2 weapon any day. You never know when you'll meet a devil...". After all, his business depends on customer satisfaction. If his weapons fail, his customers die, and he loses business. Good advice means they rake in more treasure, and meet more powerful foes, and need better weapons.
The "worst" players in regards to the rules are definitely the players of the paladin and the cleric.
The paladin player almost always fights in the following way: Strength buff, then attack until opponent drops to the ground.
The cleric player has almost no idea of the magic rules, but he always discovers "spells that are totally leet and uber"

- Blade Storm: He wanted to cast it as a standard action (spell description: one round cast time) and without having one of the proper foci (needs two foci).
- Curse of the Brute: Great spell when you read an "AND" instead of an "OR": ...enhancement bonus to strength, dexterity or constitution... intelligence and charisma drop the same amount...
- I told you already the story about the casting of Hold Person on the flesh golem.

Chris