0
So, on Wednesday I went to my FLGS and played some D&D Encounters. It started out really well; it was an interesting fight in an alchemical laboratory with some myconids, and we had a pretty well-balanced party (though, I think that two controllers is one too many).
About an hour into it, though, when we had only succeeded in killing off the minions, it started to dawn on us that maybe things weren’t going so well. Then, people started to drop. The cleric, to her credit, managed to resuscitate us pretty regularly; I went into negatives at least three times over the course of the encounter. But when our only defender–a dwarven paladin–got completely obliterated, taken from being up and fighting to flat-out dead in one blow, we knew we were in trouble. There was no bringing him back, and the rest of us were pretty squishy.
I think we made some tactical blunders during the encounter. We spent too much time fighting the myconid guards, who were soaking up a lot of our strikers’ damage. They were, being myconids, shunting that damage off onto the myconid rot priests in the back ranks, who were just regenerating it since they weren’t being attacked. What we should have done was focus our strikers on them first; they would have gone done pretty quickly if we had, which would have made the guards easier to take out.
There was also the matter of a green slime. The slime wasn’t tough, but it kept on engulfing people, meaning it was taking half damage most of the time. We didn’t spend enough time attacking it when it wasn’t engulfing someone, choosing to react to its attacks rather than take a more proactive approach, which probably would have killed it quickly.
We also hung out in the hallway rather than going into the room and trying things out. I understand that there were some explody tables in the room that we could have made use of, and though the thought occurred to me (I used a very similar technique in my own campaign), we never really capitalized on it.
At any rate, Ash, my longtooth shifter seeker, has been brutally killed by fungus-people. I’ve decided that I’m going to make a different sort of character this time around and, rather than just making a character that I think is interesting, I’m going to try to make a character that benefits the party in a specific way.
I have two characters in mind right now. The first is Rafe, a genasi warlord. He’s the kind of character who stays at range (like my seeker), but I built him to maximize party damage output. He’s a resourceful warlord, meaning that when an ally succeeds with an action point attack, they get +4 damage. Add to this the fact that every single attack power I gave him (yes, every single one) grants at least a +4 to damage to someone (if not everyone), and I think our damage woes will be in the past. He’ll encourage people to focus fire on one target, and take that target out quickly.
The second character is Bulwark, a warforged fighter. I built him for extreme durability with pretty good damage output, going with the battlerager build for the temporary hit points it gave me. He’s got a pretty good AC at 18, but he can get as many as 6 temporary hit points from a successful attack with one of his powers, and a successful attack with any of his powers will net him 3 temporary hit points. Warforged resolve doesn’t hurt, either.
So, I’ll tell you how it goes. Hopefully one of these characters will prove to be a little more valuable, and a little harder to kill.




