DM advice please! - 3 Strikers, 1 Leader


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I personally wouldn't stress about the party comp and just design interesting encounters and let them figure out how to deal with them. At the moment, the group Im in has 3 strikers and 2 leaders, and we seem to maange alright. I'm sure we end up taking more damage than we might otherwise, but we also dish out an obscene amount when we really try (Hunger of Hadar and lots of movement powers). In your case, I'd expect the rogue and ranger to end up getting beat up a bit, and potentially wanting to take some extra feats to compensate. Maybe the ranger takes chain/scale prof for example. Or at least two weapon defense.

And in the worst case, its a self correcting problem. Someone will die, and come back as something else. :)
 

What kind of warlock do you have? If he's not infernal, then minions will be your party's biggest bane, as all of that huge striker damage is wasted. However, an infernal warlock can get tons of temp hitpoints from minion kills and be nigh unbeatable.
 

Problems for this party composition will generally occur because of one of two things:

1) large numbers of minions (or Swarms) are difficult to deal with unless you have area damage.
2) the optimal tactic for monsters is generally to pick one guy with good offense compared to his defense (i.e. a striker) and everyone gangs up on that guy until dead. The party is short on methods to prevent that tactic from working, though a properly configured warlock or melee Ranger has some utility in that role.
 

The characters do get a say in what they fight, you know ...
For example, a party of elves would be motivated to adventure in woods, and being able to shift while concealed in the treeline, the kind of combats they're likely to get into may be hampered by having a defender.

Just saying .. any party can work, so long as the characters make sense together.

Now, if it's just a random group of strikers + cleric, they're going to have it tough.
 

I've been playing a few sessions with just two strikers (Fey lock, TWF ranger). They chew through single opponents, but TWF rangers are decent against minions.

My advice? Plan accordingly, but don't sweat. Tell your players "Retreat will usually be an option, because death will happen if you play stupid."

Don't design encounters for them to beat easily; actually challenge them to come up with strategies. In addition, add lots of scenery so the PCs can move around if they're clever (traps, hazards, platforms).

For your party? Artillery is a good threat. Because the only ranged attacker is the Lock. Mobile artiller (or artillery in a defensible position) will harry them, and force them to retreat or move in fast (much to the monster's advantage).

Furthermore, also play to their strengths. You have several strikers. These guys sound like a commando team; give them infiltration/stealth missions, allowing them to do their "Slip in and ninja the dudes".
 

I'd just like to repeat the advice given earlier in this thread, because I think it's damn good advice.

Tell your players that you have concerns about this party's ability to survive, but that you're willing to give it a go if they are. For a player, there's a world of difference between going into an encounter knowing that your own choices mean you've stacked the odds against you, and blindly walking into a TPK.

If the players are aware of their party's weaknesses, then they'e more likely to try to play smart and compensate for those weaknesses.

If you're really worried, I recommend that you start with a couple of encounters which are sparring matches or something - no treasure (because if there was it'd really suck to lose), but both sides are fighting to subdue, not kill. Have the opposing team include the exact mix you're most worried about, and see how the party fare. That way, if the PCs lose they don't die and the adventure continues, but the players will now be aware of the problems their group mix will cause.
 

Seems a little lopsided. For instance, your strikers can quickly dish out a lot of damage, so it might be possible for them to rapidly kill off most/all the enemies before they have a chance to retaliate, indirectly compensating for their lack of tanking capabilities (since there is nothing left to tank).

Conversely, with the exception of the cleric, the party seems to lack area-affecting powers, so they may have problems against hordes of minions (being able to do 30 damage at 1st lv isn't meaningful when your foes have just 1 hp each).
 

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