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What to do with a party that keeps dying?
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<blockquote data-quote="Xini" data-source="post: 3435463" data-attributes="member: 50271"><p>I think Ellie is more worried about the continuation side of things. It'll get like a bunch of cameo pieces if we don't do something.</p><p></p><p>Personally I'm enjoying the challenge.</p><p></p><p>Well myself, I started a thread to try to coalesce my thoughts and get some discussion going. I don't like the current stress levels in our group and it seems to be based on backroom politics and whispers so I thought this would open it up a little. Frank discussion is way more productive than arguments and fueds IMHO.</p><p></p><p>Well mainly we seem to be getting ground down by repeated combat. We don't really have a tank with decent AC and the ability to weather the damage. Hence as we rotate the front line more vunerable people are wading in and the cost of repairs goes up again.</p><p></p><p>Ok here's a brief conceptual look at the party (ie the details can be taken literally at your own risk <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p>Wizard - Elven Wizard with around the 15HP mark and an AC of 12 without spells. Has Point Blank Shot and Precise Shot but is still not much good with a bow (luck more than anything me thinks). Oh and can't hit for toffee with scorching ray (again the dice hate him though he theorises that he just needs to buy some new ones for this character).</p><p></p><p>Melee Cleric - This guy is a n00b to D&D though he has played the computer variants. He often forgets his spells and wades in with his greatsword. He's on about +6 to hit 2d6+3 damage with a masterwork weapon. AC is 19 going on 20 (he's awaiting a new ROP). HPs are high 20s (27 I think).</p><p></p><p>Ranged Cleric - AC around 18-19, to hit about +6 to +7, damage d8+1/+2 (PBS). He's on I think +3 to +4 in melee with his sword. Also an Elf. HPs low 20s (I think).</p><p></p><p>Illusionist/ Rogue - AC is 13, HP 13, +3 to hit. Not much is known about this one as he's only been playing the character 2 sessions. Mind you he's almost died several times already and he's avoiding combat!! (Bear in mind that this is the most experienced player who's been playing since 1st ed!!!)</p><p></p><p>Nope.</p><p>Quite often we initiate combat. People rush to do damage to the bad guy and forget to approach in a co-ordinated fashion. Communication is the lite version and consists of teasing, jokes and curses.</p><p></p><p>Initially we do okay but sometimes a main fighter will drop early on and we crumble from that point. Should the melee hold we usually win out but still the cost in terms of healing is great.</p><p></p><p>If I were a heartless man I would chastise the ranged cleric and the illusionist/ rogue and generally tell them that they are useless unless they take some of the melee load (which seems to be quite high in this campaign). However I respect their right to chose and to be creative and so I'm aiming to cover the gap with my new character..... hopefully.</p><p></p><p>As for stuff chewing on the casters and causing AOOs, generally our casters don't like the whole 1.5 fights then rest so they are more sparse with their spells. This is itself isn't a problem but it does cause them a headache when trying to decide between loosing a nice blam or twanging their bow to a lesser effect.</p><p></p><p>Basically we fall when the melee falls. It's that simple. The melee side of the group is weak. This was in part because the two melee combatants weren't full melee characters. The cleric had other commitments for his character points, skills etc and the other (my now dead character) was planned to become a Fighter/ Wizard and as such had higher mental stats than most bards. As such his physical stats have suffered.</p><p></p><p>Hopefully the new punch in melee brought by a pure fighter will correct our problem, our limp.</p></blockquote><p></p>
[QUOTE="Xini, post: 3435463, member: 50271"] I think Ellie is more worried about the continuation side of things. It'll get like a bunch of cameo pieces if we don't do something. Personally I'm enjoying the challenge. Well myself, I started a thread to try to coalesce my thoughts and get some discussion going. I don't like the current stress levels in our group and it seems to be based on backroom politics and whispers so I thought this would open it up a little. Frank discussion is way more productive than arguments and fueds IMHO. Well mainly we seem to be getting ground down by repeated combat. We don't really have a tank with decent AC and the ability to weather the damage. Hence as we rotate the front line more vunerable people are wading in and the cost of repairs goes up again. Ok here's a brief conceptual look at the party (ie the details can be taken literally at your own risk ;) ) Wizard - Elven Wizard with around the 15HP mark and an AC of 12 without spells. Has Point Blank Shot and Precise Shot but is still not much good with a bow (luck more than anything me thinks). Oh and can't hit for toffee with scorching ray (again the dice hate him though he theorises that he just needs to buy some new ones for this character). Melee Cleric - This guy is a n00b to D&D though he has played the computer variants. He often forgets his spells and wades in with his greatsword. He's on about +6 to hit 2d6+3 damage with a masterwork weapon. AC is 19 going on 20 (he's awaiting a new ROP). HPs are high 20s (27 I think). Ranged Cleric - AC around 18-19, to hit about +6 to +7, damage d8+1/+2 (PBS). He's on I think +3 to +4 in melee with his sword. Also an Elf. HPs low 20s (I think). Illusionist/ Rogue - AC is 13, HP 13, +3 to hit. Not much is known about this one as he's only been playing the character 2 sessions. Mind you he's almost died several times already and he's avoiding combat!! (Bear in mind that this is the most experienced player who's been playing since 1st ed!!!) Nope. Quite often we initiate combat. People rush to do damage to the bad guy and forget to approach in a co-ordinated fashion. Communication is the lite version and consists of teasing, jokes and curses. Initially we do okay but sometimes a main fighter will drop early on and we crumble from that point. Should the melee hold we usually win out but still the cost in terms of healing is great. If I were a heartless man I would chastise the ranged cleric and the illusionist/ rogue and generally tell them that they are useless unless they take some of the melee load (which seems to be quite high in this campaign). However I respect their right to chose and to be creative and so I'm aiming to cover the gap with my new character..... hopefully. As for stuff chewing on the casters and causing AOOs, generally our casters don't like the whole 1.5 fights then rest so they are more sparse with their spells. This is itself isn't a problem but it does cause them a headache when trying to decide between loosing a nice blam or twanging their bow to a lesser effect. Basically we fall when the melee falls. It's that simple. The melee side of the group is weak. This was in part because the two melee combatants weren't full melee characters. The cleric had other commitments for his character points, skills etc and the other (my now dead character) was planned to become a Fighter/ Wizard and as such had higher mental stats than most bards. As such his physical stats have suffered. Hopefully the new punch in melee brought by a pure fighter will correct our problem, our limp. [/QUOTE]
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