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<blockquote data-quote="Iron Sky" data-source="post: 4447967" data-attributes="member: 60965"><p>I've found that some of my favorite parts on these forums are reading about what people's 4E group compositions are, how they work together tactically, and what sort of interesting fights they've had.</p><p> </p><p>So, if anyone else is game, write about your group here. I'm going to put mine down a specific format; if you want to use it, cool, if not, cool. I just want to hear about people's 4E experiences!</p><p> </p><p><strong>Current group level:</strong> 5</p><p><strong>Point Buy/Rolled/other:</strong> Rolled, with point buy back up. Three of us had good to great rolled columns. Our cleric went point buy.</p><p><strong>PCs:</strong></p><p>Lenis Flick, Halfling brutal scoundrel dagger Rogue. Most useful power: Sly Flourish. d4+11 to d4+2d8+14 damage ftw!</p><p>Elara Silvermoon, Half-elf Fey-pact Warlock. Most useful power: Witchfire. Decent damage + -4 to enemies attack has save our bacon many times.</p><p>Lyranel, Dragonborn Melee/Healer Cleric of the Raven Queen. Most useful power: Healing Word. Obvious reasons.</p><p>Logan Banner, Elven TWF bastard sword Ranger. Most useful power: Elven accuracy. Rerolling dailies and encounters rocks.</p><p> </p><p><strong>General Tactics:</strong></p><p>Open up with a volley of ranged attacks, Ranger and Rogue move up to melee(they have the best init so are usually charging in first), cleric follows, healing, buffing, or meleeing as appropriate. Warlock skirts around the edges, cursing as many targets as possible, eyebiting, debuffing, and teleporting all over the damn place.</p><p> </p><p><strong>Top 3 Fights So Far</strong>:</p><p>Level 2, clearing out an underground Orcus cult's temple. We entered the tunnel into a room with a pair of burning skeletons. As we fought them, we moved into a side tunnel, activating 4 crossbow traps near a locked door. We managed to take them all out and started to leave, most of us bloodied, almost no heals/second winds - but we heard the locked door open. We charged back, finding 4 cultists(non minion) and took them on with no rest, surviving by the barest margins. Kept wondering how we were going to survive the whole fight - wasn't until we were on the last cultist that I knew we'd make it.</p><p> </p><p>Level 2, continuing with the clearing. We headed back after an extended rest into the common room of the temple. Our 7 int rogue didn't feel like clearing the temple room by room, so he opened up the door to the rest of the temple and shouted "INTRUDERS!" We hastily set up ambush positions and proceeded to fight 8 cultists and 2 filth-throwing zombies at once. </p><p> </p><p>When I hit the first cultist and he wasn't a minion, my first thought was "we're all going to die." It was a fighting retreat back through the temple, using every trick and advantage we could glean just to survive. We did, but just barely, with literally every resource we had exhausted. I figure it was a 1000 to 1500xp encounter for a level 2 party of 4. Awesome fight though.</p><p> </p><p>Level 4, trying to close a rift to the Shadowfell. We and our pet dire wolf took on the Devourer that was guarding the rift - not realizing it was a paragon tier elite! We had an elaborate plan to "kite" it around, slowing, blinding, and immobilizing it and peppering it with ranged attacks until we ran out, then charging in, but it won the initiative and started the combat by swollowing our cleric! We charged in, terrified("AC 26 is a miss? I just rolled a 16!"), but there was no retreat since it kept swollowing people and we wouldn't leave one of our party alone to die.</p><p> </p><p>Then the direwolf got some lucky trip attacks in and a streak of good dice rolls around the table finally clinched it. There were mini-celebrations anytime anyone hit and when it hit bloodied, with huge sigh of relief/accomplishment and some fist-pounding when we finally dropped it. Good times.</p><p> </p><p>Your turn!</p><p> </p><p>EDIT 2: Realized as I was driving home after posting this that I forgot to mention that the focus I intended was more leaning towards mechanics over narration - there's plenty of narrative combat in the Story Hour section. Not that there's anything wrong with Story Hour - I have a thread there after all - I'm mostly curious about how different groups function tactically and "crunchily" in 4e since I only get to experience 1 group once a week and there's so many cool possibilities out there!</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4447967, member: 60965"] I've found that some of my favorite parts on these forums are reading about what people's 4E group compositions are, how they work together tactically, and what sort of interesting fights they've had. So, if anyone else is game, write about your group here. I'm going to put mine down a specific format; if you want to use it, cool, if not, cool. I just want to hear about people's 4E experiences! [B]Current group level:[/B] 5 [B]Point Buy/Rolled/other:[/B] Rolled, with point buy back up. Three of us had good to great rolled columns. Our cleric went point buy. [B]PCs:[/B] Lenis Flick, Halfling brutal scoundrel dagger Rogue. Most useful power: Sly Flourish. d4+11 to d4+2d8+14 damage ftw! Elara Silvermoon, Half-elf Fey-pact Warlock. Most useful power: Witchfire. Decent damage + -4 to enemies attack has save our bacon many times. Lyranel, Dragonborn Melee/Healer Cleric of the Raven Queen. Most useful power: Healing Word. Obvious reasons. Logan Banner, Elven TWF bastard sword Ranger. Most useful power: Elven accuracy. Rerolling dailies and encounters rocks. [B]General Tactics:[/B] Open up with a volley of ranged attacks, Ranger and Rogue move up to melee(they have the best init so are usually charging in first), cleric follows, healing, buffing, or meleeing as appropriate. Warlock skirts around the edges, cursing as many targets as possible, eyebiting, debuffing, and teleporting all over the damn place. [B]Top 3 Fights So Far[/B]: Level 2, clearing out an underground Orcus cult's temple. We entered the tunnel into a room with a pair of burning skeletons. As we fought them, we moved into a side tunnel, activating 4 crossbow traps near a locked door. We managed to take them all out and started to leave, most of us bloodied, almost no heals/second winds - but we heard the locked door open. We charged back, finding 4 cultists(non minion) and took them on with no rest, surviving by the barest margins. Kept wondering how we were going to survive the whole fight - wasn't until we were on the last cultist that I knew we'd make it. Level 2, continuing with the clearing. We headed back after an extended rest into the common room of the temple. Our 7 int rogue didn't feel like clearing the temple room by room, so he opened up the door to the rest of the temple and shouted "INTRUDERS!" We hastily set up ambush positions and proceeded to fight 8 cultists and 2 filth-throwing zombies at once. When I hit the first cultist and he wasn't a minion, my first thought was "we're all going to die." It was a fighting retreat back through the temple, using every trick and advantage we could glean just to survive. We did, but just barely, with literally every resource we had exhausted. I figure it was a 1000 to 1500xp encounter for a level 2 party of 4. Awesome fight though. Level 4, trying to close a rift to the Shadowfell. We and our pet dire wolf took on the Devourer that was guarding the rift - not realizing it was a paragon tier elite! We had an elaborate plan to "kite" it around, slowing, blinding, and immobilizing it and peppering it with ranged attacks until we ran out, then charging in, but it won the initiative and started the combat by swollowing our cleric! We charged in, terrified("AC 26 is a miss? I just rolled a 16!"), but there was no retreat since it kept swollowing people and we wouldn't leave one of our party alone to die. Then the direwolf got some lucky trip attacks in and a streak of good dice rolls around the table finally clinched it. There were mini-celebrations anytime anyone hit and when it hit bloodied, with huge sigh of relief/accomplishment and some fist-pounding when we finally dropped it. Good times. Your turn! EDIT 2: Realized as I was driving home after posting this that I forgot to mention that the focus I intended was more leaning towards mechanics over narration - there's plenty of narrative combat in the Story Hour section. Not that there's anything wrong with Story Hour - I have a thread there after all - I'm mostly curious about how different groups function tactically and "crunchily" in 4e since I only get to experience 1 group once a week and there's so many cool possibilities out there! [/QUOTE]
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