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Post by SilentGunner on Jun 8, 2006 16:19:45 GMT -5
So Ive been thinking which i know many of you think is a stretch, but seeing as how our last IK was such a success...we need to discuss how our group operates. For instance we are without a Ludo so how are we going to effectivly "tank" or crowd control. We need to work out a system so that each charater's strengths are used to their fullest, and their weaknesses arent exploited.
Also we play every Wednesday night...try and keep that spot open.
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Post by Zexsudel on Jun 8, 2006 22:42:53 GMT -5
This topic I think is a big thing. Last night I held your guys hands (reserve points anybody) to help you out. This time I am not planning on it so you gotta figure out how to handle things the right way. Your group make up can work (in theory all group can work) if you play it right. The idea of needing a tank+healer is saddly a newb way to play. I have ran games that when into the teens of level (before we stopped, not them die) without a cleric so it is completly possible. So talk about this, and remember to use the forums to help you. Its a great way to plan things out ahead of time and in this campagin there will be lots of ideas needing to be exchanged since it starts as an investigation and the "kick down the door" style of action will not work here. Bear that in mind. Also if the group are retards and get themselves in a bad spot you will suffer the consquences. Like I said, I am not holding your hands. You have all been through my Meat Grinder system before. Learn to love it
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Post by SilentGunner on Jun 12, 2006 21:12:49 GMT -5
Obviously we can just rush into situations because of the characters we are playing. We have no cleric and no fighter, so we have to compensate. I think it is important to work this out. We will need to see combat inorder to determine how best to approach it. I hope that every one will post there ideas, especially after the first sesson so that we can figure out the best way to do everything.
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Post by PG_BGOCP on Jun 13, 2006 7:57:41 GMT -5
Just a suggestion, but like the last game, send Talbot in first. The monk should be able to avoid enough damage to let the others get in the distance digs. Rogue boy should take plenty of tumble (he can go right under the monk and his opponent to flank for the "sneak attack". FlC and Trolkin in general should have decent H.P., and I don't think their calls count as spells (i.e. I don't think they provoke), so he needs to not be afraid to get in there and mix it up too, esp. if there's too much for one monk. Sorry spell boy, your job's pretty clear; stand back and blast away, you're gonna be the damage dealer. Just my two cents....
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Post by SilentGunner on Jun 13, 2006 21:16:36 GMT -5
the tactics part is only half the battle, we have to be smart about the fights that we pick and how we handle those fights.
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Post by SilentGunner on Jun 15, 2006 14:52:19 GMT -5
i think that the first session went fairly well. Combat wasnt to bad, although we need to figure out who goes in first, and i vote for Grindak, seeing as he hits for so much. However, i think every one needs at least some kinda of ranged weapon, even if it is just a knife to throw when you cant make it into combat. We need to co-ordinate our efforts a tad more so that we arent stepping on each others feet.
As a side note i would like to point out that my character is neutral. I am less of a thief, and more of a sneak.
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Post by SilentGunner on Jun 15, 2006 15:16:42 GMT -5
As for how to approach the whole raising of the dead situation, i think that helstrom wont be of much help. It is also better that we get more information before we go to father dumass with the information on his niece. I propose a few things. 1.) Oz/Grindak need to do make a midnight trip to the sunbeam place and see what that guy is hiding from us. he was a little to standoffish and he seemed unreasonable with regards to our help. 2.) we need to see what little alexia has been up to. maybe have her followed for a few days or some how get into her room to look for clues. 3.) We need to figure out why alexias mother wasnt buried with the other witches, there has to be some importance to that. 4.) Also that coin with the crime family symbol on it with that gun, coupled with the boat in the cave, some one was hidin out/living in that cave that wasnt a gobber. Maybe who ever that was saw exactly what happened, or can give us some information that we are missing. These are just some ideas. I dont know what people are thinking regarding what to do next but please enlighten us.
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Post by Orthosofthecold on Jun 16, 2006 14:25:46 GMT -5
Honestly i think the information we have against alexia at this point is prety damning, with the relationships betweeen all the victims and her mothers history and all the witnesses. True none of them are terribly credible but they didnt all have the same hallucination. Although the word of a gobber and a trollkin dont mean much to dumas im sure a monk of morrow and an agent of the...whatever dan is part of again carries more weight. Searching her room for information on how to progress after we tell the father sounds like a good place to start though.
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Post by SilentGunner on Jun 17, 2006 20:16:35 GMT -5
I think we need so actual physical evidence before Dumas is gonna believe his niece is a zombie rasing necromancer. If you think searching the room is a good idea, i propose doing it before we confront the father, especially if we find something really "interesting".
What do people propose is the best course of action in regards to getting into the Sunbeam residence is? Is just scaling the wall it, or does it need to get more involved.
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Post by Orthosofthecold on Jun 18, 2006 20:06:05 GMT -5
you boys are alone on this one, im afraid any strategical advice i give from this point out would be tainted by my knowledge of this part of the story.
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Post by CTalbot on Jun 19, 2006 15:53:47 GMT -5
I have found no reason as of yet to lead me to think that father dumas would belive his neice is a witch no matter who told it to him. another idea is he already knows and thus is on her side and telling him would be to sign are death warrent. Father dumas holds all the cards here, we need to know if he is involved and/or who's side he is on. no 15 year old girl wakes up one morening and learns how to raise the dead, someone showed her how to do it, we need to dig way way more b4 we blow are cover by accusing anyone, once we accuse anyone people know what we know and that makes us targets, play dumb till we know who is on are side and who is not.
as far as the combat goes I have high move silently and so dose jake, if we get the drop on a combat we have enof dps between the four of use to drop one target quickly at a time we need to use terain to are advantage and bottle neck if we fight one guy at a time instend of spreading the damage out we can mow though stuff.
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Post by grotesquefreak9 on Jun 19, 2006 17:43:38 GMT -5
so for combat lets send talbot first with jake right behind, then the trollkin 15-20 ft behind, then i can hide behind him and wish i had hit points. jake and talbot, you guys need to decide what to do with alexia
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Post by SilentGunner on Jun 20, 2006 11:30:06 GMT -5
I agree with Talbot, we cant go to Father dumas yet. We do need more information. As for combat i think Dan needs to go first and talbot and i can tumble past or move past him to gain flanking while front provides support. Dan hits the hardest, and also has the most power right now, he has decent hit points. This way we can get flanking bonuses, and give more sneak attack chances.
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Post by Orthosofthecold on Jun 20, 2006 13:27:33 GMT -5
I think a good way to approach combat is to use me to drop the "leader" if you will, at this point i have by far the highest damage potential so if theres something we're fighting that really needs to die i have the best chance of killing it as fast as possible.
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Post by SilentGunner on Jul 11, 2006 19:42:00 GMT -5
Note to members...we as far as i know will be back playing on the 19th . Make sure you have that time open, and have all of your stuff. Also dont forget your mini...dont want that 5% xp reduction.
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