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My game has become "me vs. them"
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<blockquote data-quote="Toras" data-source="post: 1598798" data-attributes="member: 13626"><p>The party has several weaknesses I can see. They are very melee focused, the vast majority (Cleric and Sor excluded) having some manner of melee class. Their only rogue is multi-classed. (Complex Traps, the kind only a maxed rogue could find, trigger rock slides, floods, or other such things in rapid succesion can work). Tag the healer and the rest have to rely on potions and scrolls for even the most minor of healing. </p><p></p><p>All you need is a single wizard, level 17+. A Disjunction can really ruin your day in a Rope Trick or anyone who uses Magic Items. Summoned Creatures can engage party members, and keep them off the wizards back. Elementals, Undead, and Constructs would be powerful assistants he could have. Some have mass hitpoint or some really intense abilities. Ghosts are especially fun if no one has Ghosttouch on their weapons. A spell turning item can make the sorceror's spheres to himself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Never underestimate the effectiveness of a horde, especially if the characters have to protect a village or a group of refugees. The individuals should be easily defeatable for the characters but in VAST numbers. Nothing makes a character wish he hadn't gotten up that morning than climbing a ridge, and seeing a valley filled with undead or goblins. The longer that kind of battle or siege goes on, the thinner the mage's magical resources and the more exausted the fighters grow.</p></blockquote><p></p>
[QUOTE="Toras, post: 1598798, member: 13626"] The party has several weaknesses I can see. They are very melee focused, the vast majority (Cleric and Sor excluded) having some manner of melee class. Their only rogue is multi-classed. (Complex Traps, the kind only a maxed rogue could find, trigger rock slides, floods, or other such things in rapid succesion can work). Tag the healer and the rest have to rely on potions and scrolls for even the most minor of healing. All you need is a single wizard, level 17+. A Disjunction can really ruin your day in a Rope Trick or anyone who uses Magic Items. Summoned Creatures can engage party members, and keep them off the wizards back. Elementals, Undead, and Constructs would be powerful assistants he could have. Some have mass hitpoint or some really intense abilities. Ghosts are especially fun if no one has Ghosttouch on their weapons. A spell turning item can make the sorceror's spheres to himself. :) Never underestimate the effectiveness of a horde, especially if the characters have to protect a village or a group of refugees. The individuals should be easily defeatable for the characters but in VAST numbers. Nothing makes a character wish he hadn't gotten up that morning than climbing a ridge, and seeing a valley filled with undead or goblins. The longer that kind of battle or siege goes on, the thinner the mage's magical resources and the more exausted the fighters grow. [/QUOTE]
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