The Grackle
First Post
Xini, if your'e the one with a sense of tactics and teamwork, YOU should be playing the party cleric. Seriously. Take over as party leader. Come up w/plans and give orders. Let ineffective/selfish characters die.
If you can manage to take the Dodge feat with 12 Dex, I salute youRhun said:This would be a good build. I would consider a tower shield, though, instead of a heavy shield. This would give you an AC of 23 when combined with Dwarven Battleplate. You won't deal quite as much damage as you could with a two-handed weapon, but you'd be pretty hard to hit. If you can manage a 12 Dex and the Dodge feat, you are looking at an AC of 25 without any magical help.
Ellie_the_Elf said:*peeps carefully round the corner*
Yeah, so, I'm, um, the DM of this group. Hi. How is everyone?
Alrighty then...a few points to make which may explain some of the carnage....
1. One of the cleric players is completely new to D&D and as such (by no fault of his player) is being played at maybe 50% effectiveness at present. Maybe I should run him through a few one on one fights? I'll see what he says.
2. The other cleric is an archer and as such doesn't have anything like the AC he would need to withstand melee. His player has never played a cleric before either- only an artillery sorceror. He's very much still learning what to do when.
3. I've had four deaths in as many levels. The first of these was due to a 10HP aasimar cleric trying to hold up the bad guy long enough for the actual melee guys to heal up. Second was a rogue whose player is fairly notorious for staying in the thick of things for one more round before he retreats. Third was a gnomish paladin who went up against an ogre already wounded then got critted. And last night Xini's character who was hit by a vampire and level drained while already wounded.
4. I roll openly. And have extraordinarily good dice rolls most of the time. This does not add up to long-lived PCs, particularly...
5. ...when most of them can't roll above a 5 in your average combat
6. At least one of the PCs frequently runs around on low HP because 'the cleric didn't ask if I wanted healing'. I am considering some sort of HP indication system to avoid this- we used to do 'red sticker on the forehead if you're at less than half HP' Maybe we'll return to that
7. It's rare for either of the clerics or the wizard to buff the party
8. Bickering is commonplace. Tactics are not.
9. Rolls on healing wands are almost always very low. I can't explain it. In one recent fight one of the clerics was out for about five rounds trying to heal up and kept rolling ones. Wands of faith healing are now being discussed, but wouldn't help all of the party, so they are figuring out how to balance it.
10. Expertise and similar feats are used liberally, leading to very drawn out fights and more damage being taken over all than if they'd just walked up and smacked the thing.
But what to do?
I've offered them an NPC 'healing bitch' - they don't want one
I've offered to start rolling behind a screen but they feel that that would cheapen their victories.
I'm taking combatants out of many of the fights, and having some of them use suboptimal attack forms (eg last night's vampire - +8 to hit with his mace, doing d8+5. +2 to hit with slam, doing same damage plus level drain. I went with the latter, knowing they had at least one potion of lesser restoration).
I really don't want to be a killer DM- I'm not on a power trip and I don't have an axe to grind against any of my players. I like nothing better than finishing a campaign with the same PCs that started it. I'd really welcome any suggestions on how to get them to function more as a fighting unit.
Sorry to pick on this one small and insignificant element of an otherwise valuable post, but I didn't know these existed! I'm going to go and buy 2 this afternoon for use with my spiked chain wielding half-orc Bbr1/Ftr3/Clr3 (Luck and Strength)! I HATE trying to roll d4s.Elder-Basilisk said:....one of those 8 sided d4s (that people use to avoid having caltrops in their dice bag)...
Xini said:My basic concerns are that I will form a magnet for spells, having only one good save (even that will fall behind those who multiclass), and also those attacks which either automatically hit (I had a dwarven paladin once with good AC and saves, was brought down easily via ray of enfeeblement and magic missile, which was annoying) or are so good as to easily hit (ie the best the enemy has to offer).
Hmmm I wasn't thinking of dodge but rather heavy armour optimisation (or what ever the races of stone book feat is called) and the improved shield feat from PHBII (you can tell I'm good with specifics noRhun said:This would be a good build. I would consider a tower shield, though, instead of a heavy shield. This would give you an AC of 23 when combined with Dwarven Battleplate. You won't deal quite as much damage as you could with a two-handed weapon, but you'd be pretty hard to hit. If you can manage a 12 Dex and the Dodge feat, you are looking at an AC of 25 without any magical help.
LOL! I get enough stick trying to suggest that our Ranger/ Cleric uses his healing wand more often. As he puts it "I told you I wasn't going to play a healing b**ch!!".The Grackle said:Xini, if your'e the one with a sense of tactics and teamwork, YOU should be playing the party cleric. Seriously. Take over as party leader. Come up w/plans and give orders. Let ineffective/selfish characters die.
Really though I can't see a Dwarf wielding a spiked chain. The weapon is very wierd and probably wouldn't work in the real world. I'm afraid I continue to dislike the weapon despite it's advantages just as I refuse to ever have a character wielding a scythe unless he happens to be Death himself. It just doesn't look right to me.Nifft said:4th level Dwarf fighter? Spiked chain. Seriously.
I think the level of ranger is to help qualify for the exalted harper class.Elder-Basilisk said:Both of these facts explain a lot. Also, the original poster noted that the cleric archer is a multiclass ranger/cleric which doesn't help matters--in terms of straight-up fighting power, a ranger/cleric is generally a few steps behind a straightforward cleric archer.
I think the problem is not one of "do they complain about this" but rather "what do they NOT complain about"Elder-Basilisk said:Do the players enjoy this? If not, you should have an out of character talk about getting some more unity among the players.
Yes I've often pointed out that we get too much of "but I designed my character around X, why wouldn't he do X?". The concept of working in a team still escapes them.Elder-Basilisk said:On the other hand, if your players enjoy the kind of every man for himself mentality, but don't enjoy getting reamed, you still might want to briefly point out to them that, they would have a much easier time of things if they worked together more and that the individualism that they enjoy might need to be mitigated a bit so that it doesn't produce the defeat that they don't enjoy.
CON, CHA the first two casualties whenever characters are made. All to enter the race of who can hurt the monster the most and the quickest.Elder-Basilisk said:I mentioned this before in passing, but another thing to note here. If multiple PCs have Expertise i a 28 point buy game with half the party as clerics of one stripe or another, they've spent an awful lot of points on Int when it doesn't do a lot for their characters. Are players dumping Con? That would go a long way to explaining the death toll.
Hmmm isn't that like asking for a TPK?Elder-Basilisk said:One possibility: give them a match against their dopplegangers (NPCs with similar builds and levels) and run the NPCs as a team. If the players see the bad guy rogue readying his attack for when the fighter gives him a flank instead of attacking without sneak dice, having the fighter move into a nonflanking position and then having to take an AoO to get the flank next round, they may be inclined to try it themselves.
Unfortunately both are on the banned list.Quartz said:I suggest you take two levels of Monk or Knight or both. Don't think of the Monk as the kung fu master but as the discipined warrior.
Xini said:Personally my concept is a stout Dwarven fighter with a Dwarven Waraxe, Dwarven Battleplate and a heavy steel shield. All three moving up to adamantine and spiked as and when I can afford it (I wonder if spiked adamantine armour would count as crampons whilst climbing?).
Feat progression would be aiming for plenty of weapon focus and weapon spec (I'm thinking power attack over expertise for using up this excessive to hit roll versus easy to hit baddies). Also I want to concentrate on being really good in heavy armour and able to use a shield with great proficiency.
My basic concerns are that I will form a magnet for spells, having only one good save (even that will fall behind those who multiclass), and also those attacks which either automatically hit (I had a dwarven paladin once with good AC and saves, was brought down easily via ray of enfeeblement and magic missile, which was annoying) or are so good as to easily hit (ie the best the enemy has to offer).
Ideally I will be facing the best the opponents have to offer in terms of a melee, protecting the party, whilst our spellcasters (ie the rest of the group) engage their spellcasters. I'm kinda hoping that whilst I concentrate on cutting down opponents and defeanding our line the "real threats" in the party will dispatch the enemy.