Replacing the Fighter

Option 1: Actually run a game.

Option 2: We run scenarios. For example:

Start of the day:
#2 and #3 cast Mage Armor on themselves and #3 spares one for #1. They are at
#1: 5 spells
#2: 4 spells
#3: 3 spells

Small Air Elemental
It has Darkvision 60 and an initiative of +7. It would not be unreasonable to have it go first in an encounter. It will probably be in its normal form. It had a +5 to hit and deals 1d4 damage. This is not going to take down anyone quickly.

The party has the option of shooting it in the face or Magic Missiling it. Using Magic Missile, which deals 1d4+1 damage, or an average of 3.5 damage, it takes three castings to kill an Air Elemental. That is two rounds of the two offense enabled sorcerers casting Magic Missile, while the third... sits there. As the elemental will try to attack whomever is shooting it, we can assume that one of the sorcerer's is getting beaten up. Casting can still take place if he moves, provokes an AoO, and then casts. There will be injuries, but the air elementals frankly pitiful damage is unlikely to kill anyone. Dr. Feelgood can up the injured party with a Cure Light Wounds even if they do go into the negatives.

The party's probably going to win this one.

#1: 3 spells
#2: 3 spells
#3: 3 spells
#4: 2 spells

Small Animated Object
+1 Initiative, +1 reflex save, +1 to Balance. Party wins initiative, greases it, retreats, and hits it with arrows until it dies. Probably. Maybe two more Magic Missiles? That would reduce its HP of 15 by half. It only has AC 14, which means they're going to be able to hit it with a few d8 bolts.

#1: 2 spells
#2: 2 spells
#3: 2 spells
#4: 2 spells

Camel
+3 initiative, +1 will save, +3 to Balance, +0 to attack... Grease it, Sleep it, then use the crossbows.

Come on, it's a camel. When was the last time someone died to a camel?

#1: 1 spells
#2: 2 spells
#3: 1 spells
#4: 2 spells

At this point, the party is probably wondering what is going on as they have fought an extraplanar entity, a magic carpet, and the mascot of a cigaret company. Little do they suspect that the mystery will soon deepen!

Darkmantle
This one's kind of dangerous. It gets the drop on you - pardon the pun - and proceeds to squeeze the living daylights out of its victim, dealing 1d4+2 damage. It even casts Darkness before attacking so it has cover. On the plus side Darkness inflicts on it a 20% miss chance (seriously, WotC, read your spell descriptions before you suggest tactics for monsters) and the rest of the party can either blast it with Magic Missiles, Sleeps, or use Grease (on the person who got grappled). It has poor movement so pulling back and firing on it with the crossbows is a valid tactic.

I think that, after 4 encounters, the party deserves a rest.
 

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So what are you thinking? Do they get a break in between fights? Or is it all or nothing? Also, before i bite my words with the whole "tell me that a group of spellcasters can survive standard encounters" bit: yeah it is possible but melee classes ARE VERY HELPFUL and they DO SHINE... but getting to level 5 with a group of sorcs. without one dieing would be hard (even for a Dm with PC leverage that is still fair, but that it throwing at them standard challenges, which is foes with good melee capabilites). A bard does help things (althiugh I dont know how to classify a bard, i mean in the melee spellcasting divide, but its melee is suckier than its spellcasting so...)
 

Yeah a rest is rather appropriate although I would liek to see how far they get without resting I eam resting when we run out of spells... I see what you mean they could probaly defeat these opponents... lets go on though... Sometime in standard adventures the Dm wants to surprise the PCs in the night this would be IMPOSSIBLE (almost :) for a group of spellcaters... that is what i mean when I say the DM must tailor make the adventures...
 
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I think a simulation with average roles is fine unless you want to run a game ( I do want to say that at in terms of the elemental +5 to hit 1d4 CAN knock out a sorc. in two blows so not quite pitiful although I know what you mean)...
 
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So what are you thinking? Do they get a break in between fights? Or is it all or nothing?
I'd figured a 4 encounters/day run would be reasonable.

Also, before i bite my words with the whole "tell me that a group of spellcasters can survive standard encounters" bit: yeah it is possible but melee classes ARE VERY HELPFUL and they DO SHINE... but getting to level 5 with a group of sorcs. without one dieing would be hard (even for a Dm with PC leverage that is still fair, but that it throwing at them standard challenges, which is foes with good melee capabilites).
Foes with good melee capabilities tend to have poor will saves and reflex saves. Sorcerers get spells that target will saves and reflex saves. The trick is to win initiative and disable the enemy quickly due to low HP.
 


although magical beast have good reflex saves and full BA and they are a dime a dosen also dragons, which some are CR appropriate for lv 1, have all good saves and excellent attac...
 
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wht about a against a wyrmling white dragon? fight a Drow then two orcs and after a wyrmling (or just the drow then the wyrmling)? We (I) can run the same challenge with a group of fighters (all with 1 potion of cure light wounds or maybe 3 out of 4)...
 

If we wanted to run the gaunlet with a fighter grouo here is a possible grouo (all same)

Level 1 Dwarven Fighters:
Dwarven Traits (+4 Ac against orcs, etc)

Str 15 Dex. 14 Con 15 Int 10 Wis 12 Cha 6 (elite array used)

Saves Fort. +4 Ref +4 Will +1 (+2 Against spells, sp.)

Feats: 2 with: Weapon Focus (Dwarven Waraxe), and lightning reflexes
HP: 12

AC 20 (touch 12 Flat 18)

Equip: Dwarven Waraxe, Scalemail, Tower shield, sling

Attack: melee= +4 (1d10+2 OR 1d10+4 no shield AC16)
Ranged= +3 (1d4+0)
 
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Yeah a rest is rather appropriate although I would liek to see how far they get without resting... I see what you mean they could probaly defeat these opponents... lets go on though...
The next day...

Same prep as before.

Lemure
+0 initiative, 9 hp, 20 ft speed, +2 attack for 1d4 damage. On the plus side, +3 Ref and Will, DR 5 and the usual Devil traits.

Not that this helps when the party pulls back and casts three Magic Missiles at you. Back to the pit that spawned you, fiend!

#1: 3
#2: 3
#3: 3
#4: 3

Riding Dog
It's something of a threat... I'm going to assume it takes a spell from everyone to overcome and recover. One Sleep, Grease, Magic Missile, and Cure Light Wounds.

#1: 3
#2: 3
#3: 3
#4: 2

Duergar Dwarf
Unimpressive. Will probably die to the Grease+Sleep combo. Probably don't even need Magic Missile for this one. Still, let's say that you do.

#1: 2
#2: 2
#3: 2
#4: 2

Small Earth Elemental
This one's tough! AC 17, 11 HP, +1 to attacks if opponents are on the ground, earthglide, +5 slam for 1d6+4 damage... someone could die!

-1 initiative means that the party will probably act first. Two Magic Missiles take it down to 4 HP, and a Grease will probably floor it. It can escape Grease by using earthglide, but then it can't sense the party so who knows what will happen when it pops out?

I'd ready actions for two more Magic Missiles when that happens. Should finish the job. In the event that it surfaces next to some one and attacks them, it will likely knock them out. This results in the following.

1. One Magic Missile is cast.
2. Victim collapses.
3. Cleric casts a healing spell.
4. If the remaining sorcerer knows Magic Missile, it is cast again and the party wins. If not, Grease is cast and the elemental is floored.
5. Elemental escapes and we repeat. Elemental dies from another readied Magic Missile.

The party will be low on spells at the end of this, but hey, that's another four encounters.

Now I have to say something. I'm making a lot of assumptions here. For instance, no one ambushes the other. That is a tactical complication that could have significant effects on the battle. It would, for example, make the fight with the Elemental much harder if it got a surprise round, although I think the fight would still be winnable.

Sequence of events may unfold thusly:
1. Elemental charges and hits someone. Probably a sorcerer.
2. Sorcerer is in the negatives.
3. Magic Missile + Grease or Magic Missile x2 is cast. In the event of Grease, he is likely prone due to his horrible reflex save.
4. Pro. Evil is cast on the injured sorcerer since he is not in danger of dying from bleedout, but the elemental might finish him off.
5. Elemental presumably earthglides away since being prone and injured, or standing and more injured, is not tactically advantageous. Party is active due to healing and readies actions should Rocky show his face again.

I am going to admit right now that this is not a perfect model, and there are things I have not accounted for, but this is why I think an all caster party would not be doomed from the start.
 

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