I'm running a pathfinder game somewhat infrequently and I've run into a problem, the composition of the characters and the players playing each character is just bad
we have; a summoner who's eidolon is effective although the player feels like the actual character doesn't do much, a monk/inquisitor who is the melee tank (not including the eidolon) at the moment, fighter who uses a rifle mostly (I allowed guns, the campaign is a war campaign with them as a unit) and is the secondary melee character, a gunslinger/warlord (third party class I believe) who can never remember his over powered buffs, a tengu sword using rogue (some racial variant) with twf, and a wizard (played by the most inept player) although magic jar and summoning ghouls has been surprisingly effective.
they are tenth level and they lack any sort of healing beyond the summoner healing her eidolon, the rogue has a mediocre use magic device so wands are out and no one wanted to invest in potions apparently
take for example the last fight they had, the rogue was on watch and the fighter was on overwatch from some small distance, surprise round the rogue goes from 57 hp to 2 in one shot, how may I ask can he be healed? he would have to sleep 5 nights to be fully healed correct?
beyond that, I've said that I'm not an optimizer but they haven't been playing as long as me (old group of friends, but they are new to game) they have a sub-par melee lead and took very generic feats (pointblank shot, precise shot) that make them better but in ranged combat they don't do that much damage
then there is the caster problem, the two casters are the least skilled players. the summoner has haste and slow so she can buff and debuff but beyond that she has yet to use a spell effectively, the wizard on the other hand has good spells but doesn't use them for some reason (fly, invisibility greater for the rogue perhaps? dominate person)
I guess the question I have is how can u mitigate this without dropping the ECL of the party down one or two? they don't do any real damage individually (they seem to win fights through numbers) I could add more enemies that are weaker so that they can kill things without the whole party attacking the same guy but then I have difficulty making those memorable encounters where you know that death is right in front of you and you still charge in knowing that if you don't the wizard may not have time to seal the gate to hell and stuff like that because they don't have that fighter that can do that
oh and saves are in the toilet for them, average 8.5ish for fort and reflex and will save averaged at 7.something so they will fail many of those which once again bars many good mid level monsters.
we have; a summoner who's eidolon is effective although the player feels like the actual character doesn't do much, a monk/inquisitor who is the melee tank (not including the eidolon) at the moment, fighter who uses a rifle mostly (I allowed guns, the campaign is a war campaign with them as a unit) and is the secondary melee character, a gunslinger/warlord (third party class I believe) who can never remember his over powered buffs, a tengu sword using rogue (some racial variant) with twf, and a wizard (played by the most inept player) although magic jar and summoning ghouls has been surprisingly effective.
they are tenth level and they lack any sort of healing beyond the summoner healing her eidolon, the rogue has a mediocre use magic device so wands are out and no one wanted to invest in potions apparently
take for example the last fight they had, the rogue was on watch and the fighter was on overwatch from some small distance, surprise round the rogue goes from 57 hp to 2 in one shot, how may I ask can he be healed? he would have to sleep 5 nights to be fully healed correct?
beyond that, I've said that I'm not an optimizer but they haven't been playing as long as me (old group of friends, but they are new to game) they have a sub-par melee lead and took very generic feats (pointblank shot, precise shot) that make them better but in ranged combat they don't do that much damage
then there is the caster problem, the two casters are the least skilled players. the summoner has haste and slow so she can buff and debuff but beyond that she has yet to use a spell effectively, the wizard on the other hand has good spells but doesn't use them for some reason (fly, invisibility greater for the rogue perhaps? dominate person)
I guess the question I have is how can u mitigate this without dropping the ECL of the party down one or two? they don't do any real damage individually (they seem to win fights through numbers) I could add more enemies that are weaker so that they can kill things without the whole party attacking the same guy but then I have difficulty making those memorable encounters where you know that death is right in front of you and you still charge in knowing that if you don't the wizard may not have time to seal the gate to hell and stuff like that because they don't have that fighter that can do that
oh and saves are in the toilet for them, average 8.5ish for fort and reflex and will save averaged at 7.something so they will fail many of those which once again bars many good mid level monsters.