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What to do with a party that keeps dying?
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<blockquote data-quote="Rothe" data-source="post: 3437447" data-attributes="member: 39813"><p>Then some slightly different suggestions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But first the Dwarven Fighter sounds really good, combined with the Cleric of Haela you have a nice front row.</p><p></p><p>You seem low on the scouting function and ranged weapon back-up and during combat healing. On scouting does the Wizard have a familiar and is that a good idea in this campaign? Some settings are fairy harsh on familiars depending on what they can do, how well they can be targeted, and how much they stand out.</p><p></p><p>On in-combat healing I'm thinking an NPC healer (since your party does not seem to have someone who realishes that role) or potion, magic item support in that area especiallys something the Illusionist/rogue can use.</p><p></p><p>You may be stuck on the ranged combat power, or instead of a healer NPC get a archer NPC. Is it possible the Rogue could get good at throwing things to help in ranged combat? </p><p></p><p>From what I bellieve are related threads it seems that there is a lot of investigation, so I imagine this is where the Illusionist/Rogue can shine. Maybe he can up those social skills and get you some good deals on healing ppotions. Maybe he can help you parley and make allies during the adventure (if such is possible in the setting/adventure). I'm not sure of his spells, but they are likely only going to help in a distraction sense to your opponents which can be good if you can split them/fool them into traps/ambushes. (I know I keep mentioning that but it is the one way a weak-on-paper party can overcome adversaries by luring them into areas where there attacks are restricted, the party can attack flanks, the party gets attacks of opportunity, etc.)</p><p></p><p></p><p></p><p></p><p>P.S.</p><p>Got the e-mail on e-mail difficulties, if you'd like me to e-mail you at work let me know, otherwise I will refrain until your e-mail is back full time.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3437447, member: 39813"] Then some slightly different suggestions. :) But first the Dwarven Fighter sounds really good, combined with the Cleric of Haela you have a nice front row. You seem low on the scouting function and ranged weapon back-up and during combat healing. On scouting does the Wizard have a familiar and is that a good idea in this campaign? Some settings are fairy harsh on familiars depending on what they can do, how well they can be targeted, and how much they stand out. On in-combat healing I'm thinking an NPC healer (since your party does not seem to have someone who realishes that role) or potion, magic item support in that area especiallys something the Illusionist/rogue can use. You may be stuck on the ranged combat power, or instead of a healer NPC get a archer NPC. Is it possible the Rogue could get good at throwing things to help in ranged combat? From what I bellieve are related threads it seems that there is a lot of investigation, so I imagine this is where the Illusionist/Rogue can shine. Maybe he can up those social skills and get you some good deals on healing ppotions. Maybe he can help you parley and make allies during the adventure (if such is possible in the setting/adventure). I'm not sure of his spells, but they are likely only going to help in a distraction sense to your opponents which can be good if you can split them/fool them into traps/ambushes. (I know I keep mentioning that but it is the one way a weak-on-paper party can overcome adversaries by luring them into areas where there attacks are restricted, the party can attack flanks, the party gets attacks of opportunity, etc.) P.S. Got the e-mail on e-mail difficulties, if you'd like me to e-mail you at work let me know, otherwise I will refrain until your e-mail is back full time. [/QUOTE]
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