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<blockquote data-quote="Blackbrrd" data-source="post: 4321104" data-attributes="member: 63962"><p>The problem with running a single role/class party is the lack of synergy. If you think strikers do hellish amounts of damage, think what strikers do with a +3 to hit bonus from the warlord?</p><p></p><p>Combat in 4e does a lot of damage. If you don't have anybody to heal that damage you are going DOWN! I ran a level 3 encounter where the effect of the first hit was the player going: "I am bloodied"... He also got knocked prone. The enemy hitting him used a halberd. Knock prone + reach weapon = win. On his turn he used his second wind and inspiring word and was fit for... being hit once more and going bloodied again. Without the healing he would have been a small hit from unconscious.</p><p></p><p>The conclusion I had after running several level, level +1 and level +2 encounters was that at least one character had taken 1.5x-2x his own hp in damage during the fight. It won't necessarily be the same character every encounter but there will be one taking a lot of heat.</p><p></p><p>An all out striker party works by killing enemies before the monsters gang up on the weakest of them. This works as long as the encounters are at about the same level as the players, but if its for instance level +2 you might have a problem...</p><p></p><p>You have human guards doing 1d10+7 damage with +10 to hit. If two of those goes for for instance a typical rogue with AC 16 and 25 hp he will go down if both guards hit 75%*85%* = 64% and they both do slightly above average damage, lets say 40% chance of doing 25+ damage. 64%*40% = 25% chance of taking one striker down the first round. </p><p></p><p>Now it might just start to unravel. Does the characters use a standard action to make a heal check? Does any of the strikers have heal as a skill? Do they try to take the </p><p></p><p>Four human guards makes a level 2 encounter for a party of 5 first level characters. It is in the "normal" range. A hard encounter is level +3 or +4, which would mean you could throw about 6 human guards at the party. Any pair of human guards have a 25% chance of taking one striker down. Not good at all...</p><p></p><p>A more balanced party would have a defender with ac 20 and 30 hp, so you would probably need 3 or 4 of the human guards to take him down. And if you don't take him down he will be healed, he can use his second wind, etc...</p><p></p><p>Encounters aren't balanced if the monsters are hitting strikers instead of defenders. They get really random.</p><p></p><p>*The first attack knocks the target prone, so it gives the second attack a +2 bonus, or +10 percentage points.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 4321104, member: 63962"] The problem with running a single role/class party is the lack of synergy. If you think strikers do hellish amounts of damage, think what strikers do with a +3 to hit bonus from the warlord? Combat in 4e does a lot of damage. If you don't have anybody to heal that damage you are going DOWN! I ran a level 3 encounter where the effect of the first hit was the player going: "I am bloodied"... He also got knocked prone. The enemy hitting him used a halberd. Knock prone + reach weapon = win. On his turn he used his second wind and inspiring word and was fit for... being hit once more and going bloodied again. Without the healing he would have been a small hit from unconscious. The conclusion I had after running several level, level +1 and level +2 encounters was that at least one character had taken 1.5x-2x his own hp in damage during the fight. It won't necessarily be the same character every encounter but there will be one taking a lot of heat. An all out striker party works by killing enemies before the monsters gang up on the weakest of them. This works as long as the encounters are at about the same level as the players, but if its for instance level +2 you might have a problem... You have human guards doing 1d10+7 damage with +10 to hit. If two of those goes for for instance a typical rogue with AC 16 and 25 hp he will go down if both guards hit 75%*85%* = 64% and they both do slightly above average damage, lets say 40% chance of doing 25+ damage. 64%*40% = 25% chance of taking one striker down the first round. Now it might just start to unravel. Does the characters use a standard action to make a heal check? Does any of the strikers have heal as a skill? Do they try to take the Four human guards makes a level 2 encounter for a party of 5 first level characters. It is in the "normal" range. A hard encounter is level +3 or +4, which would mean you could throw about 6 human guards at the party. Any pair of human guards have a 25% chance of taking one striker down. Not good at all... A more balanced party would have a defender with ac 20 and 30 hp, so you would probably need 3 or 4 of the human guards to take him down. And if you don't take him down he will be healed, he can use his second wind, etc... Encounters aren't balanced if the monsters are hitting strikers instead of defenders. They get really random. *The first attack knocks the target prone, so it gives the second attack a +2 bonus, or +10 percentage points. [/QUOTE]
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