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help me lead my party somewhere other than a shallow grave!
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<blockquote data-quote="Goobermunch" data-source="post: 911294" data-attributes="member: 10516"><p>You're pretty caster heavy, which can be a problem (and a benefit).</p><p></p><p>If the problem is that the group tends to fragment, consider developing tactics around fragmentation.</p><p></p><p>Fighter, Cleric, Sorceror as a unit.</p><p></p><p>Paladin, Cleric, Wizard as a unit.</p><p></p><p>Use these two groups to control the edges of the battlefield. Force your enemies between the two flanks.</p><p></p><p>Where possible, your flanking groups should use walls to decrease the number of enemies that can attack them. Put the arcane casters closest to the walls. Let the Fighters tank and the clerics do back up (they can always take 5 back and cast, if need be).</p><p></p><p>Your monk and rogue will make an excellent mobile "problem-solver." The two of them should be able to quickly dispatch dangerous opponents. However, since they're kind of fragile, you'll need to work on survivability. High tumble skills are important in this respect. So is healing (see below).</p><p></p><p>Another useful thing about this set of tactics is that it allows your arcane casters to use fireballs (with some risk). Since both your monk and rogue should have evasion and at least a +5 reflex save (with a nice bonus from dex), the wizard can drop a fireball into the middle of a combat with a decent chance of not hurting either the rogue or the monk. I don't recommend making a habit of this, but it is viable in an emergency.</p><p></p><p>Without knowing who's in greatest need of protecting, I can't really address the problems with people not wanting to get hit. However, I can make some suggestions that will increase your Monk/Rogue duo's survivability. Get ring gates (2 sets). Make each cleric responsible for one of the "floaters." They can cure through the ring gates. Note that this also means that your monk and rogue can now deliver healing magic for your clerics (if your DM agrees . . . I think it's reasonable, some might not . . . ). Here's how it works: Round 1 Cleric casts healing spell. Round 2 Rogue moves into position. Cleric delivers healing spell. It's really simple (you might need to ready an action at some point, depends on how picky your DM is).</p><p></p><p>Also, if need be, your arcane casters can cast through the ring gates . . . this can be especially effective as a surprise attack from a stealthy rogue.</p><p></p><p>This is only going to work if your group is interested in team tactics. If they're not, then the party is doomed to die painfully.</p><p></p><p>Good Luck,</p><p></p><p>--G</p></blockquote><p></p>
[QUOTE="Goobermunch, post: 911294, member: 10516"] You're pretty caster heavy, which can be a problem (and a benefit). If the problem is that the group tends to fragment, consider developing tactics around fragmentation. Fighter, Cleric, Sorceror as a unit. Paladin, Cleric, Wizard as a unit. Use these two groups to control the edges of the battlefield. Force your enemies between the two flanks. Where possible, your flanking groups should use walls to decrease the number of enemies that can attack them. Put the arcane casters closest to the walls. Let the Fighters tank and the clerics do back up (they can always take 5 back and cast, if need be). Your monk and rogue will make an excellent mobile "problem-solver." The two of them should be able to quickly dispatch dangerous opponents. However, since they're kind of fragile, you'll need to work on survivability. High tumble skills are important in this respect. So is healing (see below). Another useful thing about this set of tactics is that it allows your arcane casters to use fireballs (with some risk). Since both your monk and rogue should have evasion and at least a +5 reflex save (with a nice bonus from dex), the wizard can drop a fireball into the middle of a combat with a decent chance of not hurting either the rogue or the monk. I don't recommend making a habit of this, but it is viable in an emergency. Without knowing who's in greatest need of protecting, I can't really address the problems with people not wanting to get hit. However, I can make some suggestions that will increase your Monk/Rogue duo's survivability. Get ring gates (2 sets). Make each cleric responsible for one of the "floaters." They can cure through the ring gates. Note that this also means that your monk and rogue can now deliver healing magic for your clerics (if your DM agrees . . . I think it's reasonable, some might not . . . ). Here's how it works: Round 1 Cleric casts healing spell. Round 2 Rogue moves into position. Cleric delivers healing spell. It's really simple (you might need to ready an action at some point, depends on how picky your DM is). Also, if need be, your arcane casters can cast through the ring gates . . . this can be especially effective as a surprise attack from a stealthy rogue. This is only going to work if your group is interested in team tactics. If they're not, then the party is doomed to die painfully. Good Luck, --G [/QUOTE]
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