Unexpected TPK: Unbalanced, bad circumstances, or fluke?


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hong said:
It is if you've already used your second wind for the encounter....

Of course, what I meant was that if activating second wind is an option, then stabilizing isn't so important.
 

well I think the important things is you tell the players how they messed up.

The warlock should have attacked then moved back, shadow step makes it so they should always use that tactic.

Then he should have immediately helped the cleric when he was down.


Though the biggest thing was the group needs a tank. One high AC high HP melee character. Which the cleric can fill in for, but he'd need higher HP.
 

pogminky said:
Agreed.

And if you've only got 2 PCs, I'm not sure Warlock/Cleric is the best party. Paladin + Warlord, maybe? Or Cleric + Paladin?

You need healing + melee capability. Strikers seem bottom of the list in this circumstance.

I concur. Especially ranged strikers; if you're going to have a striker in such a case, it should be a rogue or a TWF ranger. But you're better off with a fighter or paladin any day. Strikers and controllers need a defender to pull bad guys off them, and clerics aren't really up to the job (though a tactical warlord might be able to manage in a pinch).
 

Dausuul said:
I concur. Especially ranged strikers; if you're going to have a striker in such a case, it should be a rogue or a TWF ranger. But you're better off with a fighter or paladin any day. Strikers and controllers need a defender to pull bad guys off them, and clerics aren't really up to the job (though a tactical warlord might be able to manage in a pinch).
Except in this case the leader was the one that dropped, not the striker.

I agree with what's written on the DMG (or is it the PHB?), that someone said before: the best combination for a party of 2 is Leader & Striker. But of course the leader has to be tanked up to be able to defend properly.
 

Wepwawet said:
Except in this case the leader was the one that dropped, not the striker.

But a defender could then have stuck around to make a heal check on the leader, with much less risk. Or simply gone toe-to-toe with the monsters right there.
 

What about a Cleric-laser build and a paladin heavy hitter. Both can heal the other, both can enter melee, both can do ranged?

Or, a Melee cleric with an optimized ranger could be nasty?
 

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