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What to do with a party that keeps dying?
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<blockquote data-quote="Rothe" data-source="post: 3436843" data-attributes="member: 39813"><p>I think this is your tactical problem here. Your party is not desigend for directly engaging the enemy in melee combat. IME 2 cleric, 2 wizards and a rogue require tactics where you draw the enemies into traps and bleed them with some ranged attacks before they can get to melee. This means a rogue that really focuses on sneaking. The melee cleric woould be your front line and his heals would be for after the battle. The rogue would stand beside the melee cleric and the ranged cleric turn to healing once the monster engages the melee cleric and rogue. The wizards should have some non-magical ranged attacks so they and the ranged cleric can lay down a barrage as monsters try to close. Once engaged in melee the wizards could best be used to limit the enemy so you can deal with them in detail, one at a time, and as back-up have some damaging spells to hurt the big bad ones.</p><p></p><p>This party set up is a tough one if you try to engage directly, strike and run away and attacking from range and luring into traps, if the DM lets you set such, are your best bets.</p><p></p><p>Your tactics of rushing in are better suited for a party of 2 tanks, 2 clerics and a rogue/wizard. The rogue wizard scouts, the clerics support the tanks. Two ranged lcerics or a ranged cleric and melee cleric would be a nice combo. Is it possible to get a NPC tank to join the party? Maybe some tough but not good at planning guy from one of the cleric's temples that could help out but wouldn't be expected to plan out anything?</p></blockquote><p></p>
[QUOTE="Rothe, post: 3436843, member: 39813"] I think this is your tactical problem here. Your party is not desigend for directly engaging the enemy in melee combat. IME 2 cleric, 2 wizards and a rogue require tactics where you draw the enemies into traps and bleed them with some ranged attacks before they can get to melee. This means a rogue that really focuses on sneaking. The melee cleric woould be your front line and his heals would be for after the battle. The rogue would stand beside the melee cleric and the ranged cleric turn to healing once the monster engages the melee cleric and rogue. The wizards should have some non-magical ranged attacks so they and the ranged cleric can lay down a barrage as monsters try to close. Once engaged in melee the wizards could best be used to limit the enemy so you can deal with them in detail, one at a time, and as back-up have some damaging spells to hurt the big bad ones. This party set up is a tough one if you try to engage directly, strike and run away and attacking from range and luring into traps, if the DM lets you set such, are your best bets. Your tactics of rushing in are better suited for a party of 2 tanks, 2 clerics and a rogue/wizard. The rogue wizard scouts, the clerics support the tanks. Two ranged lcerics or a ranged cleric and melee cleric would be a nice combo. Is it possible to get a NPC tank to join the party? Maybe some tough but not good at planning guy from one of the cleric's temples that could help out but wouldn't be expected to plan out anything? [/QUOTE]
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