Search
Thursday, August 21, 2008..:: Forums::..Register  Login
Subject: My last attempt with 4e...

You are not authorized to post a reply.
AuthorMessages

Kaya Kenobi
Underboss
Underboss
1304 Posts


View Have/Want List View Trades View References View Email View Profile

San Jose, California

07/24/2008 8:07 AM  
I think I'll go with a dwarven cleric. 22 points eh?


16 Str
16 Con
8 Dex
11 Int
18 Wis
8 Cha


Feat: Armor Proficiency (Scale)

Weapons:
Throwing Hammer, Warhammer

Armor:
Scale Mail


What do you think?

After going through a few TPKs, I'm tired...

Just a simple traveler from the swamps of Dagobah otherwise known as Florida. Also known as Hurricane Alley!
I always try to send through delivery confirmation, and I expect the same. It's only 55 cents extra, so it's just a little more than a pay phone call, so just do it for the Kai. I prefer to trade with people in the US and Canada, sorry everyone else.
http://www.maxminis.com/Forums/tabid/104/forumid/53/postid/655406/view/topic/Default.aspx - references

Lord_rock
Underboss
Underboss
1777 Posts


View Have/Want List View Trades View References View Email View Profile

Portland OR

07/24/2008 2:39 PM  
too many TPK's huh...

We rolled for stats so my dwarf was a bit tougher than usual but not really broken.

Went dwarf fighter with warhammer and shield. I don't have the exact stats on me but I think it was:

Str 15
Dex 12
Con 18
int 11
wis 14
chr 10

or there abouts.

Pretty big ac in plate with shield...Loads of hp from surges and lots of surges a day. Take the encounter power that lets you spend a surge when you hit and take the power that grants you regen 2+ con when bloodied until the end of the encounter or 50 rounds or till you use another stance power. Even with only a warlord as a companion I never went down. Tough as nails to kill. I went with dwarven weapon specialization but there are further feat options to make you even tougher.

This guy and an infernal pact warlock focusing on con and draining as your striker and a DB paladin should be very very hard to TPK.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

XAos
Underboss
Underboss
2382 Posts


View Have/Want List View Trades View References View Email View Profile

London

07/25/2008 7:46 AM  
Having avoided oneTPK in 4e (and not avoided another)
I'd say the key is to keep the parities Cleric alive. If everyone else is KO'd the Cleric can heal them. But if the Cleric is KO'd the odds of the party surviving drop a lot.
The Cleric's part in this (at low level) Is to avoid melee combat against anything more dangerous than a garden gnome.
In keeping with that strategy I'd recommend lower Str (since you should be avoiding using it) and more Con, Dex or Wis. e.g;
Str:13
Con:18
Dex:11
Int:10
Wis:18
Char:8

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

zenthrus
Commander
Commander
4788 Posts


View Have/Want List View Trades View References View Email View Profile

SLC, UT

07/25/2008 11:59 AM  
Another good way to keep the Cleric alive is to have a Warlord in the party as well (or at least someone with the multiclass feat for Cleric or Warlord). The more options for triggering allied healing surges the more likely you are to never TPK.

Our group has a Warlord, Cleric, Paladin, Ranger, and Wizard (with Student of Battle). Everyone except the Ranger can trigger an allied healing surge if someone drops. Highly effective.

Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie?
Champion of Dwarven Thunderlashers
Knight of the Large Dire Chicken

Have/Want List
Trade References

Eldil
Skirmisher
Skirmisher
1 Posts


View Have/Want List View Trades View References View Email View Profile


07/28/2008 10:10 AM  
Posted By Kaya Kenobi on 07/24/2008 8:07 AM
I think I'll go with a dwarven cleric. 22 points eh?


16 Str
16 Con
8 Dex
11 Int
18 Wis
8 Cha

If you're using the 22-point customize system on page 17 of the Player's Handbook, I think you may want to read it again.


"Start with these six scores: 8, 10, 10, 10, 10, 10. You have 22 points to spend on improving them." (PHB, page 17)

Under those rules, you can't have two beginning scores of 8. I understand what you were thinking, that taking a second score down to 8 would give you +2 points, but there's nothing in the text that says you can do that.

If you're going for a Battle Cleric, I might suggest something along the lines you've suggested:

16 Str
16 Con
8 Dex
13 Int
16 Wis
10 Cha


Avatar of the Tank

Newtoncain
Commander
Commander
2980 Posts


View Have/Want List View Trades View References View Email View Profile

Land of 10,000 taxes

08/10/2008 7:42 PM  

To prevent TPKs, the couple groups I play with went another way.Â

In 3.5 we used 37 points to build characters. Averages all 14s w/ 1 extra point.

In 4.0 we use 33 points to build characters.  Averages all 14s w/ 1 extra point.

Yes the PC are pumped up, they are heroes affter all , no?

This also allows the DM to make things a tad harder if we roll over the adventure.

SO of lately (last 2 years), I've seen 1 TPK (caused by the single incomp player).  Yes regularly 1-2 PC might die every few adventures, but that is normal.

BUt as a DM (when I do DM), I don't believe in TPKs unless the party just messes up totally.

Just my $.02 worth.


They just don't know what's good in life...Conan, tell them what is good in life.
To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women...

XAos
Underboss
Underboss
2382 Posts


View Have/Want List View Trades View References View Email View Profile

London

08/11/2008 8:22 AM  
I doubt many GM's try to achieve TPK's.
But it's part of a GM's job to design & play "chalenging" encounters. And in 4e, the game balence seems to generate a steep gradient in how bad the resiult is, when a chalenging encounter does go wrong.
The specific game mechanism that causes this is Healing surges.
e.g. 1st level characters start with 20-30 hit points. But they can expect to regain another 20-30 from healing surges during a single encounter.
So if the players mess up tactically & the healers are all KO'd early. The result is that an encounter which they should have been beatable, becomes a TPK.
I suppose, that if all the healers are down, The non-healers could immedialty run away.
That would certainly reduce the odds of a TPK.
But in future battles the healers might return the favour...

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

Lord_rock
Underboss
Underboss
1777 Posts


View Have/Want List View Trades View References View Email View Profile

Portland OR

08/12/2008 7:52 PM  
be trained in healing... allows the spending of a healing surge!

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless
You are not authorized to post a reply.



ActiveForums 3.7
Play Dreamblade Now!
You must be signed in to participate in the games.
Copyright 2003-2008 by maxminis.com   Terms Of Use  Privacy Statement