| Post/Author/DateTime | Post |
|---|---|
| #1darkbane235Jun 24, 2011 10:07:22 | So we are starting a new campaign with 4 players: Great Weapon Fighter: Str/Wis Defender/Striker Pacifist Cleric: Wis/Cha Leader/Controller Unity Avenger: Wis/Int Striker/Leader Cosmic Sorcerer: Cha/Str Striker/Controller So I feel like we have the roles pretty much covered, one thing that I am potentially worried about is that there is no dexterity in the party at all. Which means no thievery and no stealth. Also, very little Int, so knowledge based skills such as History, Arcana, and Religion. What I am most concerned about is how trap-sensitive this party might be. (No thievery and no arcana) I know there is a higher level item that allows you to use dungeneering in place of thievery for disabling traps. Any suggestions on other items or potential tweaks to the group? Also, I know that we could have the strikers switch to Dex secondary, but they each really like thier builds and have built character backgrouds around them. |
| #2pluisjenJun 24, 2011 10:10:50 | There's a few alchemical items that can help with thievery (like Lockbust Chalk) or rituals (like Knock) In addition, many traps don't need to be disabled to get around them; let them deal with the traps in other (harder) ways. Ultimately, it should be possible for your PCs to deal with an occasional trap or locked door, and it's not neccesarily bad to show them their weakness, as long as you don't go overboard with it. Let them figure it out for a bit. You can pretty much take Thievery as a skill/multiclass with a Dex of 12 and have a decent enough Thievery check to bypass many traps. Not expertly, but decently. If they're not willing to invest that; it's their burden to bear. |
| #3theapokalypseshovelJun 24, 2011 15:17:17 | There's a few alchemical items that can help with thievery (like Lockbust Chalk) or rituals (like Knock) I think this is a player in the party(since we're in the What's a Player to Do?), not the DM, but hopefully the DM follows your advice. The party should make due just fine. Maybe you don't do a lot of dungeoneering and stick more to wilderness exploration and the like. |
| #4pluisjenJun 24, 2011 15:32:55 | Ah oops! I'm so used to posting in "What's a DM to do" that I forgot this was a player ^^ But yeah; most of it still applies to players as well. Unless your DM goes all out on traps or has traps that must be disabled to continue, you can probably find a way around them. Look at the magic items and consider picking up Thievery training, even with low Dex you'll get quite far. That 18 Dex sounds like a huge bonus, but it's really not that important... with a 12, training and focus you've got the same bonus as the Rogue would have and it only costs 2 Feats. |
| #5sallaJun 24, 2011 15:34:40 | Ideally, the DM should tailor his adventures and encounters to the capabilities of the PCs, which in this instance would mean going easy on traps and stealth missions. ![]() |
| #6KruskJun 25, 2011 5:47:46 | "OH NO! A locked Door" "I kick it in" "I dump acid on the hinges" "I use the key I charmed someone into giving me" "Oh no a trap" Trigger it once, and see how it works. Then stop it with logic. Its a drop out floor, climb down and back up. Jump it. Fly. If it is a poison arrow spitter put a shield on both sides of you and run. (Like that one samurai jack episode [no youtube link sorry]). Then throw them back to your buddy to do the same. Paison Gas? Break out the drowning rules. Knowledge skills are a little harder, but your sorcerer has arcana and the avenger has religion. Those are the big two. Not awesome, but they also get to roll. |
| #7kharminJul 05, 2011 8:19:57 | Ideally, the DM should tailor his adventures and encounters to the capabilities of the PCs, which in this instance would mean going easy on traps and stealth missions. This. One hundred times, this. And then, this again. I always tell my players to play the class/role that they want and not to worry about whether something is covered or not. As a DM, that's my job. |
| #8eldrazorJul 05, 2011 15:58:09 | Beware that you don't tailor the encounters only to the PCs strengths, though. Show them their weaknesses and let them overcome them in creative ways. Krusk gives great examples. I, personally, do not tailor my dungeons to my PCs. I just create a dungeon with interesting traps and obstacles and let the players think of innovative ways of overcoming those traps and obstacles. Sometimes they don't, but I make sure the main path has easy obstacles (except for combat encounters) so they won't get stuck. In very nasty situations I'd just give them a clue. Call it heroic inspiration or something, and I have only done that once so far. |
| #9FrozenTimeJul 07, 2011 11:55:01 | Ideally, the DM should tailor his adventures and encounters to the capabilities of the PCs, which in this instance would mean going easy on traps and stealth missions. I have to to totally agree with this. It can not be stressed enough to play the character that you want to play. Every once in a while one of the players in my current group will ask me if it all right if he switches characters. I always say play a class you either think you will have fun at or want to try out. It will be my job to try to merge you into the group, but a simple background idea for your character wouldn't hurt. ![]() |
| #10AhrimonJul 08, 2011 23:08:34 | My favorite example is Indiana Jones. I doubt in 4e terms that he has any training in stealth or theivery, yet he faces traps & stealth situations all the time. Of course part of the excitement of the story is him dealing with the consequences when he fails. As long as your DM doesn't put you in situations where you can't advance the story unless you pass the skill check you'll be fine. |
| #11eldrazorJul 10, 2011 11:30:35 | Yea, I don't think you should go light on the traps and stealth, but let the players make up for it with other skills. They trigger a trap that has a blade flying towards them? They can do an acrobatics check to dodge it! They get spotted by guards? Bluff to talk their way out! And the sorts. |