DM Questions... this right?

DerianCypher

First Post
My players stay out please.

Alright, I had a session today and it went mostly fine expcept for the last battle.

First off.. I'm using multiple house rules which substantially increases the group power level. First off, Gestalt Characters from Unearthed Arcana.. basically, a character chooses 2 classes from which to gain the benefits from. Any abilities that overlap you choose the better of the two. For example, a Gestalt Cleric/Rogue would have all good saves, d8 HD, fair bab, spells like a cle 1, all the rogue skills + cleric skills, 8+intx4 skill points (level one for the x4), etc etc.

Secondly, we are using a recharge magic system. This means casters have infinite spells per day but those spells have a recharge time. For example, the highest lvl spell for a bard/sorc has a recharge time for 1d4+1 rounds, second highest the same, 3rd highest only 1d4 and down from there.

Now, The group was as follow:

level 6 Paladin/Bard
Level 6 Rogue/Ranger
Level 6 Monk/Sorcerer

They had various potions of heal and the rogue/ranger had a full wand of cure moderate. They had plenty of money but no one else opted to buy healing items.

The short of it is they were sent to exterminate a goblin fortification in the making.

THe place had one entrance with 2 guards outside. They easily dispatched the guards but not before they could sound an alarm. They heal to full and go inside and the next room is a 20x15' room with 7 hobgoblins in it.

THe hobgoblins were all fighter 6s with phalanx fighting and formation fighting (basically they wielded shields and short swords and gained a +4 ac when fighting next to someone else with a shield).

The hobgoblins acs were approx. 26 except one who was a hobgoblin gestalt cle/fighter

The battle was barely won. They were able to down all the fighters except 2. Finally, the pal/bar was downed as well as the monk/sor. The ran/rog expended a hero point (+20 to any one thing.. attack, skill, check, etc useable once per level) to drag both of the others out and to safety. He then returned to snipe at the cleric from a distance downing him with 3 hits that also had sneak attack. the other two hobgobbies retreated (their leader dead)

Basically, the hobgoblins kept together making sure they stayed next to eachother, so for much of the battle only 3 or 4 hob goblins were attacking. The cleric had expended a lot of spells on buffs so many of his spells slots were used for a lot of the battle.

Through most of the battle the pal/bar player and sor/monk player were complaining and causing problems saying how I had sent them against an impossible encounter. The pal/bar's argument was that they had no cleric so I should have tailored the encounter with that in mind.

The battle over and done with all 3 chars came away with bout 6300 exp.

Now I ask, was that an impossible encounter to defeat? I would have thought had they been smart and forced the hobgoblins to leave the room, (specifically designed for that purpose) they would have faired much better, seeing as the door/corridor out was only 5' wide.

Comments please.
 

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... I don't understand.

The party had a 6th level sorcerer, and the enemies all conveniently stayed in a tight cluster.

Once you hit 3rd level arcane spells, and you open a door to find a bunch of opponents in close formation, all your fellow players start the fireball chant... right?

-Hyp.
 

DerianCypher said:
My players stay out please.

Alright, I had a session today and it went mostly fine expcept for the last battle.


Now, The group was as follow:

level 6 Paladin/Bard
Level 6 Rogue/Ranger
Level 6 Monk/Sorcerer

They had various potions of heal and the rogue/ranger had a full wand of cure moderate. They had plenty of money but no one else opted to buy healing items.

The short of it is they were sent to exterminate a goblin fortification in the making.

They heal to full and go inside and the next room is a 20x15' room with 7 hobgoblins in it.

THe hobgoblins were all fighter 6s with phalanx fighting and formation fighting (basically they wielded shields and short swords and gained a +4 ac when fighting next to someone else with a shield).

The battle was barely won. They were able to down all the fighters except 2. Finally, the pal/bar was downed as well as the monk/sor. The ran/rog expended a hero point (+20 to any one thing.. attack, skill, check, etc useable once per level) to drag both of the others out and to safety. He then returned to snipe at the cleric from a distance downing him with 3 hits that also had sneak attack. the other two hobgobbies retreated (their leader dead)

Basically, the hobgoblins kept together making sure they stayed next to eachother, so for much of the battle only 3 or 4 hob goblins were attacking. The cleric had expended a lot of spells on buffs so many of his spells slots were used for a lot of the battle.

Through most of the battle the pal/bar player and sor/monk player were complaining and causing problems saying how I had sent them against an impossible encounter. The pal/bar's argument was that they had no cleric so I should have tailored the encounter with that in mind.

The battle over and done with all 3 chars came away with bout 6300 exp.

Now I ask, was that an impossible encounter to defeat? I would have thought had they been smart and forced the hobgoblins to leave the room, (specifically designed for that purpose) they would have faired much better, seeing as the door/corridor out was only 5' wide.

Comments please.

1. The Sorcerer/Monk didn't have access to 3rd level arcane spells, because he has at least 1 level of Monk, and you need 6 levels of Sorcerer before you get your hands on a Fireball.

2. This group seemd totally whacky as far as alignment goes, but that's just my personal grumble and nothing really to worry about. If you skip flavor and play hack'n'slash then it's just fine.

3. You say there were seven 6th level fighters in that room, and you don't think it's difficult? Let's do the math: Party level 6, seven 6th level opponents...that makes...Encounter Level 12, which is to say Overpowering difficulty. If the players really made it out of this fight without a single character dead I would like to shake their hand and congratulate them on a superb job of simply staying alive!

4. And since those hobgoblings had military training, and were using various feats to make them even harder to kill. Well, personally I would have run for the hills at this point and returned with an army before taking these guys on.

5. Experience: for an EL of 12 against a party of 6th level characters. That makes 14400 all in all, which when divided among three is: 4800 XP per' characer. Of course you might deduct some because they didn't kill all of the hobgoblins, and will most likely have to deal with them later on. It should amount to about 3500 - 4000 per' character all the same.

Note: My interpretation might be all wrong here, but that's what your description sounds like.

This battle was by no means an impossible thing to win. However I would think very hard before setting my own group against such long odds. The hobgoblins had military training and a cleric to back them up with prayers, curses, healing and general utility spells. That means heavy support and a good field commander to boot. If it had been my group they would probably be all dead now. There's fairly little question about this.

I wasn't there, so I'm probably getting the wrong picture here. It just seems so unbelievable that all the characters made it out of that fight alive.

O' well...*shrugs*...
 
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1: the sorc does have acsess to third level spells because he is not multiclassed he is a gestalt char, and they get full benefits from both classes.

2: why didnt the rogue/ranger tumble past the formation, why didnt anyone use any spells to get behind the formation, bull rush to get behind the formation. Essentialy once you flank a shield wall....well theres not much point to staying in formation while being repeatedly stabbed in the kidneys.

3: were they using any ranged weapons...because like Hyp said..get through the doorway and pepper them with spells. Concentrate on the cleric and then just wipe up the rest.
 
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It seems challenging, but not impossible by any means. These are Gestault characters after all, so they are quite a bit more powerful than normal 6th level characters.

It seems to me (from the description) that they used little or no strategy. If they just charged in and started hacking away, the played right into the hobgoblin unit's strenght, basically falling into a trap. If there was a corridor to the room, it would be no trouble for the monk/sorc to launch in fireballs to the formation, the rogue/ranger to fire arrows at anyone who broke formation, and for the paladin/bard to hack at anything that managed to get to the corridor.

Its the players own fault the don't have a cleric, but between the ranger, bard, and paladin levels, they do have healing.

If the players aren't into thinking tactically, then you can change how you lay out encounters for them (less prepared enemies, etc.), or you can force them to think and act more like a team, just decide it as a group how you guys want to play.

P.S. players always want you to go softer on them, don't give in! They always need some challenge. ;)
 

Tough encounter, but not impossible. Anymore, I often sell my players short. My players have managed to teach me that if they want to play smart and clever and ballsy, they will take out stuff above their CR. If they want to play to their opponents strengths ... well, it is less likely that they will win.

Still, your players did pretty good. Shut your ears to their whining. There were a lot of things they could have done better, but they still did good.
 

If it was too much for them to handle, why didn't they flee?

I like your house rules, but they change the power of various classes (specifically the casters) so much that I don't have the faintest idea how you'd judge what the 'proper' difficulty is.

Was there a reason the monk/sorc didn't just cast a fireball every 1d4+1 rounds?
 

Telperion said:
1. The Sorcerer/Monk didn't have access to 3rd level arcane spells, because he has at least 1 level of Monk, and you need 6 levels of Sorcerer before you get your hands on a Fireball.

As noted above - he's not a Sr5/Mnk1, he's a [Sor|Mnk]6.

-Hyp.
 

Yes, but the player chose haste instead of fireball as his first 3rd level spell. But the thing is, he had a scroll of fireball. I actuallyh distinctly remember him saying, "why don't I just lob a fireball in first?" The idea was quickly rejected in favor of the more frontal assault tactic.

The ran/rog was peppering the cleric but his ac was very high because not only was he behind the wall of hobgoblins, the players had waited about 2 rounds before even engaging the hobgoblins at all (the hob goblins waited for the players to come, prepping counter attacks and letting the cleric buff)

I think the encounter should have been much easier for them, but when I said that they used crap for tactics it incited a huge debate.
 

DerianCypher said:
Yes, but the player chose haste instead of fireball as his first 3rd level spell. But the thing is, he had a scroll of fireball. I actuallyh distinctly remember him saying, "why don't I just lob a fireball in first?" The idea was quickly rejected in favor of the more frontal assault tactic.

You need to teach your players the Fireball chant. It should be automatic when a group of opponents is clustered together.

It starts off slow and soft:

"Fai... yaa... ball. Fai... yaa... ball."

Then it gets a little louder, and a little faster.

"Fai-yaa-ball. Fai-yaa-ball."

Then faster still.

"Fireball; Fireball, Fireball."

Sorcerer: "Okay, I cast Fireball."

[much cheering, whistling, and rejoicing ensues]

Get them to practise before and after each session until it's ingrained.

-Hyp.
 

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