| Post/Author/DateTime | Post |
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| #1FuelDropNov 08, 2014 17:39:15 | Our group played "The lost mines of Phandelver" yesterday (12 hour binge, stopping for food occasionally).
The group's makeup is somewhat... atypical. Our charismatic Tiefling Warlock, Vairos, is a former scholar who's unearthed some few secrets of the Great Old Ones, and has thereafter dedicated himself to routing out the followers of these outer gods. Accompanying him is Garn, a wood elf ranger and master archer who's spent his live purging orcs and goblins from forests, and my character Lia the Wood Elf Druid, a former smuggler now on the straight and narrow thanks to Gundren Rockseeker.
As you may have noticed, we have a rather heavy focus on ranged combat. Our best melee combatant is the circle of the land druid. You would think this might be a problem, but we've turned it into an advantage.
The rest of this post and thread are likely to contain spoilers. If you are playing "The Lost Mines of Phandelver" then stop reading now.
We got rather badly beaten up in the initial encounter, as the goblins had surprise and were well positioned for the ambush. However, for most encounters since then our tactics tend towards "Strike from surprise, cast entangle, shoot enemies to pieces with advantage while they're still restrained. Focus fire on any that save or get free, and if possible turn the encounter into a running battle". This has made encounters that would normally have been very difficult into curbstomps, with the most extreme example of this being when we took down the orc raiders and their ogre thug without taking a scratch. It did not hurt that almost every single orc failed their strength saves against entangle (though all but one got free for the next round), after which we used our range advantage to simply cut them to pieces before they could reach us through the difficult terrain.
Of course, this tactic is not perfect. This was demonstrated with a random encounter of stirges which, as flying creatures, are not vulnerable to entanglement and are too fast for us to use hit and run tactics against. We won, but the fight was more dangerous than when we fought our earthbound foes. It will also be a lot less effective against foes who are:
a) Not stuck with a room temperature IQ. b) Not easily bottlenecked. c) In a confined area where we can't keep the battle mobile.
However, so far we have been curbstomping theoretically very nasty encounters by the simple technique of keeping out of our enemy's reach. |
| #2NoonNov 08, 2014 17:50:33 | Congrats, then! |
| #3FuelDropNov 08, 2014 18:11:31 | Our tactics may have kinda sorta bitten us already, as I think we may have been supposed to talk to the necromancer at Old Owl Well. As is, we attracted enough of his attention to get him out of his tent, at which point our Warlock critted him from hiding with an eldrich blast. 29 damage (he rolled almost max damage on both the 2d10 and the d6 from Hex) turned out to be enough to take him down in a single shot, which made him difficult to interrogate.
On the bright side, Zombies left to their own devices are not very good at coping with Spike Growth. It looked like they had been walking over a cheese grater by the time they finally died. |
| #4DaveDashNov 08, 2014 18:44:30 | Ive been watching a Lets Play on youtube of another group running through the module, and theyve been cake walking most of it as well.
The initial encounter seems to be hard for everyone, and also some groups have ran into trouble with the first bugbear. |
| #5BRJNNov 08, 2014 20:01:17 | If I was your DM, after figuring out that you like to throw things at my monsters from a distance - attack from more than one direction at once - swarms of cannon-fodder foes (let's see you three deal with 50 minions at once) - archery / spellcasting duel with my side trained in Sharpshooter feat - intelligent opponents know when discretion is the better part of valor - confront you in a confined space - cut off your escape / retreat, then confront you - pit traps - let's see you survive a, 55-gal drum full of dirt dropped on you from overhead, trap - Web your archers (or something to prevent bow use) - Command spell: "Drop your weapons!" says the police officer - or my paid faker wearing a police uniform - now you're wanted for disobeying a lawful order - unleash monster resistant to mundane damage (Barb1 in a rage?) - hire a Rogue/Assassin to get a Surprise Round on you - start the battle at point-blank (melee) range - find out which room you rent at the Residence Inn and kick in the door one night, maybe? - attack you on a foggy night so you can't see me coming - lie like - carefully prepare a bait I would alter a published scenario, every so often, to accomodate something listed. Note that you can now consider counter-tactics to all the above, because I've let the cat out of the bag.
Other than that, you have found a powerful tool in Entangle. Enjoy your advantage (and beware a rules nerf) !
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| (Reply to #5)FuelDrop |
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| #7NoonNov 08, 2014 20:12:53 | It's really okay. If they just want to play a few levels and not get to 20 because it seems too easy, it's okay. |
| #8FFSAANov 08, 2014 20:33:13 | Sounds pretty much like how all our 4E games went. Shove everything into a corner, pin it there, rip it apart with ranged. Good job doing it with only 3 toons. |
| #9MechaPilotNov 08, 2014 20:48:18 |
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| #10Sword_of_SpiritNov 13, 2014 13:15:19 |
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| #11edwin_suNov 13, 2014 14:57:33 |
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| #12ShasarakNov 13, 2014 15:07:06 |
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| #13RamzourNov 14, 2014 8:13:20 |
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| (Reply to #11)Timborama |
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