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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
You Don't Need a Healer in 4E... Yeah Right!
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<blockquote data-quote="samursus" data-source="post: 4343044" data-attributes="member: 64280"><p>Man, this thread is so relevant to my group. We have been playing Kobold Hall for the last few sessions to give everyone a chance to feel out the new edition rules. In the second to last encounter the Fighter died. Had no problem with the end encounter. Started up KotS, and on the 3rd encounter [/sblock](Dragon Burial Site)[/sblock] the Fighter AND the Paladin died. </p><p></p><p>Party has 6 PC's: Wizard, Rogue, Warlock, Ranger, Fighter, and a Paladin. </p><p></p><p>I have been scaling the encounters for 6 players, but they just aren't doing well without the increased heals during combat. At first the problem was bad tactics... the 2 defenders would always rush ahead of the party splitting everyone up, taking craploads of damage, getting surrounded etc. The paladin, is used to playing a fighter and chose sub-optimal powers for his build/attributes... kinda stingy with his Lay on Hands too. They are improving.</p><p></p><p>I noticed the same thing others have mentioned... the Defenders are getting TOOLED badly in almost every encounter. Things were slightly better when I had the option of having the monsters attacked everybody... but still the presence of a Cleric or Warlord is sorely missed.</p><p></p><p>So, we are at an impasse.... no one really wants to play a cleric or warlord. I wasn't sure what to do. I am generally not the sort of DM that likes to fudge, but at this rate the PC's will never have any Magic Items ( I allow them to sell the Magic they find at full market value in order to cover the cost of all the frickin resurrections!).</p><p></p><p>Reading your posts have given me some ideas though... Healing Potions maybe what the answer is... I hafta to do something... the Fighter is seriously getting tired of dying.</p><p></p><p>So a couple requests for your opinions: </p><p></p><p>Should I have the Healing Potions as loot/free or make them buy them?</p><p>Play the monsters stupider?</p><p>Should I not scale the encounters for 6 players, leaving it as is for 5?</p><p></p><p>Which option would gain the most for balance and fun.</p><p></p><p>Thanks in advance for your opinions.</p><p></p><p>PS: I can't believe how "swingy" this version is. Not a complaint, mind you. Just seems way more dependant on dice roles, which has been part of the problem for my group. The guy playing the Fighter and running the Paladin when the original player had to go, failed 6 saving throws in a row to not die when they were both dropped below zero. And the Fighter even had the Human bonus to saves. Hmm thats not swingy, just bad luck I guess.</p></blockquote><p></p>
[QUOTE="samursus, post: 4343044, member: 64280"] Man, this thread is so relevant to my group. We have been playing Kobold Hall for the last few sessions to give everyone a chance to feel out the new edition rules. In the second to last encounter the Fighter died. Had no problem with the end encounter. Started up KotS, and on the 3rd encounter [/sblock](Dragon Burial Site)[/sblock] the Fighter AND the Paladin died. Party has 6 PC's: Wizard, Rogue, Warlock, Ranger, Fighter, and a Paladin. I have been scaling the encounters for 6 players, but they just aren't doing well without the increased heals during combat. At first the problem was bad tactics... the 2 defenders would always rush ahead of the party splitting everyone up, taking craploads of damage, getting surrounded etc. The paladin, is used to playing a fighter and chose sub-optimal powers for his build/attributes... kinda stingy with his Lay on Hands too. They are improving. I noticed the same thing others have mentioned... the Defenders are getting TOOLED badly in almost every encounter. Things were slightly better when I had the option of having the monsters attacked everybody... but still the presence of a Cleric or Warlord is sorely missed. So, we are at an impasse.... no one really wants to play a cleric or warlord. I wasn't sure what to do. I am generally not the sort of DM that likes to fudge, but at this rate the PC's will never have any Magic Items ( I allow them to sell the Magic they find at full market value in order to cover the cost of all the frickin resurrections!). Reading your posts have given me some ideas though... Healing Potions maybe what the answer is... I hafta to do something... the Fighter is seriously getting tired of dying. So a couple requests for your opinions: Should I have the Healing Potions as loot/free or make them buy them? Play the monsters stupider? Should I not scale the encounters for 6 players, leaving it as is for 5? Which option would gain the most for balance and fun. Thanks in advance for your opinions. PS: I can't believe how "swingy" this version is. Not a complaint, mind you. Just seems way more dependant on dice roles, which has been part of the problem for my group. The guy playing the Fighter and running the Paladin when the original player had to go, failed 6 saving throws in a row to not die when they were both dropped below zero. And the Fighter even had the Human bonus to saves. Hmm thats not swingy, just bad luck I guess. [/QUOTE]
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