Surviving a low gold, low magic game.


Advice

51 to 75 of 75 << first < prev | 1 | 2 | next > last >>

StreamOfTheSky wrote:
Commit sepukku and roll up a caster. Man, the other guys are two of the least item independent classes in the game and you're stuck with monk? A druid would be good here as would a cleric (or another sorceror or summoner). Basically any full caster that doesn't rely upon money/items to learn or store his spells known.

+2.5

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
thejeff wrote:
Abraham spalding wrote:
thejeff wrote:
pH unbalanced wrote:
Gnomezrule wrote:
Second limited terrain of a dungeon. We burst into the room fire arrows, make a sneak attack, blast a spell and hustle back the way we came. They follow.

And if you do this, but with your monk entering the room all by himself (or other fast, high AC guy), then running back to where the rest of the group is set up and waiting in the room down the hall, then its an ambush.

You can do more complicated ambushes, of course, but they all involve luring people into fighting in the spot where you want to fight. Traps and snipers are all good things to have in an ambush spot if you can arrange them, but they aren't necessary.

You can do that. It'll often work. One bad roll or trap of their own and the monk is toast.

Plus, even if you lure most of them out into your trap, if one goes to alert the rest of the complex you're in trouble.

The time to think out a retreat strategy is before you engage. In the above situation you should already have your retreat strategy in place so that if the rest of the complex becomes alert to your presence you can kill what you can and then bolt.

OK, so you've got a retreat strategy. Your overall plan is to send one guy into the guard room to draw the guards out after him to ambush them, and then leave?

If you're fighting anything remotely intelligent, they're not all going to chase you. Someone's going to sound the alarm. Much less likely to happen if you hit the room hard.

Most likely, they're going to stay on high alert for awhile after you run, so if you're got any time-sensitive reason for attacking, you're in trouble if you just bolt.

In general, hit and run strategy is tricky when you're on the offensive, outpowered, in territory the enemy knows better than you do. It's great for harassing an invading army, less so for assaulting his home base.

Just to say...I was replying to someone who said that they had *never* set an ambush, and didn't know how to go about doing so. It's was also in a generic 'dungeon' setting, not hitting an enemy's stronghold.

All of the provisos are good -- scouting and intelligence are extremely important. But the basic idea behind what an ambush *is* isn't that tricky: it just means fighting on ground you've prepared, rather than ground your opponents have prepared.


Dungeons can be easier -- for example I'm currently playing a Drunken master of many styles of the sacred mountain monk in a party where everyone else is rather squishy (a rogue, an alchemist(cryptbreaker, internal, chirurgeon) and a sorcerer going ninja arcane trickster) -- we use our ranged abilities to prod the monsters into attacking us in narrow corridors where we can put me in front to tank the monsters one at a time.

It doesn't always work, but it often does since most the rooms have only one entrance and no cover (or very little).


pH unbalanced wrote:
thejeff wrote:

OK, so you've got a retreat strategy. Your overall plan is to send one guy into the guard room to draw the guards out after him to ambush them, and then leave?

If you're fighting anything remotely intelligent, they're not all going to chase you. Someone's going to sound the alarm. Much less likely to happen if you hit the room hard.

Most likely, they're going to stay on high alert for awhile after you run, so if you're got any time-sensitive reason for attacking, you're in trouble if you just bolt.

In general, hit and run strategy is tricky when you're on the offensive, outpowered, in territory the enemy knows better than you do. It's great for harassing an invading army, less so for assaulting his home base.

Just to say...I was replying to someone who said that they had *never* set an ambush, and didn't know how to go about doing so. It's was also in a generic 'dungeon' setting, not hitting an enemy's stronghold.

All of the provisos are good -- scouting and intelligence are extremely important. But the basic idea behind what an ambush *is* isn't that tricky: it just means fighting on ground you've prepared, rather than ground your opponents have prepared.

Which is really tricky to do when you're invading the enemy's stronghold. And attempts to do so can back fire.

Especially in a dungeon setting, where your options are very limited.

I was thinking in terms of classic dungeon monster tribe lair, ala Caves of Chaos.
If you're fighting single monsters or small groups rather than tribes, then you do have more options.


Im running a low gold/low magic game, and so far the players and myself have found it really enjoyable.

As posters above have said above, CrX is based off an appropriately WBL and Statted out party, so it really is on the GM to think through encounters and carefully watch the party to make sure they are challenged without getting unduly smashed.

Use of creatures with significant DR or magical natures needs to be very carefully considered, otherwise the party just gets overwhelmed.

Speak with your GM :)


thejeff wrote:
pH unbalanced wrote:
thejeff wrote:

OK, so you've got a retreat strategy. Your overall plan is to send one guy into the guard room to draw the guards out after him to ambush them, and then leave?

If you're fighting anything remotely intelligent, they're not all going to chase you. Someone's going to sound the alarm. Much less likely to happen if you hit the room hard.

Most likely, they're going to stay on high alert for awhile after you run, so if you're got any time-sensitive reason for attacking, you're in trouble if you just bolt.

In general, hit and run strategy is tricky when you're on the offensive, outpowered, in territory the enemy knows better than you do. It's great for harassing an invading army, less so for assaulting his home base.

Just to say...I was replying to someone who said that they had *never* set an ambush, and didn't know how to go about doing so. It's was also in a generic 'dungeon' setting, not hitting an enemy's stronghold.

All of the provisos are good -- scouting and intelligence are extremely important. But the basic idea behind what an ambush *is* isn't that tricky: it just means fighting on ground you've prepared, rather than ground your opponents have prepared.

Which is really tricky to do when you're invading the enemy's stronghold. And attempts to do so can back fire.

Especially in a dungeon setting, where your options are very limited.

I was thinking in terms of classic dungeon monster tribe lair, ala Caves of Chaos.
If you're fighting single monsters or small groups rather than tribes, then you do have more options.

Even if you are fighting tribes I would maintain you are better off picking at them than running in on a frontal assault. Such would be suicide (just as much if that's your plan other than trying to at least be sneaky and picking them off).

How else would you suggest taking them on? Honest question -- I'm not seeing a successful plan that doesn't involve falling back at some point if attacking a tribe of some sort that also doesn't involve guerrilla tactics.

I'm not saying a plan can't fall apart or things can't get messed up -- just that not having a plan is a recipe for catastrophe.


First off thank you all for answering some of my questions OP I hope I did not derail your thread by asking about tactics. I hope it can help you in your game as well.

I was curious what others meant by hit and run. As for setting an ambush groups I have been have at times pulled or pushed an enemy into a space that reduces their numerical advantage or into a place we have an easier time controling. When I think AMBUSH I think of a place completely of my chosing in which the enemy enters at which point we have control of the terain, advantage and likely surprise. This is difficult to do in most adventures (as they are designed). The plots lend themselves to go here kill x, root out monsters from y location, decend into the lair of undeath and emerge hopefully still alive or investigate the goings on at such and such and report back.

As for the lead them back into a trap or to my allies that is how my Neverwinter Nights Rogue 1 beat every monster that could take him. But I always thought that was failed AI that I was exploiting. Though I have this feeling in dungeons from time to time. So why did the card playing orcs not come to the aid of those fighting and dieing in the next room.

As a GM I set all the ambushes and have a few really devious ones that have come up from time to time. But it is the nature of adventure design.


I would honestly consider asking for the option to rebuild into something different (if you want to stay a monk there are plenty of viable low magic monk builds), the feats you have contribute probably about half your problems as your basically forcing yourself into battles that are hard to win in a low magic campaign. Grapple and Trip are nice but unless your more focused on them they quickly become difficult to do.

Your looking at an AC of around 17 (+1 dodge +3 wis + 2 dex+ 1 monk) at level 6 which is very very low, (even if you playing against lower CR encounters your at risk of being 1 rounded out of the fight). For 200 gold a monk2/fighter4 can have AC 20 (6 armor + 1 dodge + 2 dex + 1 NA) for 1650 (masterwork full plate) an AC of 23 is possible at your level this is means the enemies require 6 higher to hit the armored character than your monk (which means if they hit you on a 10 they hit him on a 16) add in a shield and armored monk now has an AC of 25.

A low magic full monk has to prioritise dex and wisdom to keep his AC up to par with the front liners. It all depends how much you want to optimise, atm judging by your build you arent an optimiser at heart which means you might not be looking for a massive increase to your fighting capability.

Suffice it to say you can make survivable monks in low magic campaigns but you need to make very different choices than you would in a higher magic one (as you have less access to buff spells and magic items to increase AC, damage etc)


Gnomezrule wrote:
good stuffs

The problem with your typical place set ambush is that it relies on victims of opportunity -- those that wander into you. For a mobile party what the words ambush translates into is 'tactics and strategy' -- it's the same thing in theory you just have to adjust how you do it.


... and the ability to make and use your own poisons, cannot stress this enough. Knowledge/Nature and Craft/Alchemy. Getting Poison Use requires a dip into Rogue (with the Poisoner archetype, naturally).

But lots of the better poisons are plant-based, which means you can grow your own stock. Even mild poisons in large/repeated doses can turn the trick.

Just my .02 on how to survive low-gold/low-magic.

Really, all the crafting skills can be uber-useful if you don't have the wherewithal to buy stuff.


A straight melee monk is not the best choice for this kind of game I would say.

A monk needs high strength to hit and do reasonable damage. Having high strength makes it harder to get high wis and dex making your defenses only average. So you can choose between a decent offence/grapple/trip we and getting repeatedly smacked around or you can not do a lot but not get hit.

In a normal game items can cover the gap (easier to cover defense when you can stack armour, natural armour, deflection and wis bonuses) but you won't have that.

As above, go with cleric. It has so many advantages its ridiculous.


Abraham spalding wrote:

Even if you are fighting tribes I would maintain you are better off picking at them than running in on a frontal assault. Such would be suicide (just as much if that's your plan other than trying to at least be sneaky and picking them off).

How else would you suggest taking them on? Honest question -- I'm not seeing a successful plan that doesn't involve falling back at some point if attacking a tribe of some sort that also doesn't involve guerrilla tactics.

I'm not saying a plan can't fall apart or things can't get messed up -- just that not having a plan is a recipe for catastrophe.

Honestly, a lot of the time a straight up blitz works pretty well. The key is to move fast enough to keep them from organizing a defense. Commando raid kind of approach. Hopefully catching most of them off guard in small groups that you can handle. The standard dungeon layout actually works in your favor here: corridors between rooms, thick walls and heavy doors give you a chance of not alerting the whole complex with just the noise of a fight. Unlike a fight in a surface fort.

Obviously, this depends on the size of the tribe. If there are enough that you can't handle them all, even in small batches, then you're going to have to fall back and maybe an attrition plan would have been best from the start.

I'm not saying frontal assault is always the way to go. If there are other ways in the bypass the main defenses, use them. I'm all for clever approaches. I just don't think that deliberately alerting the whole complex for the sake of advantage in one fight is the way to go.

Once they're on alert, you'll have to deal with how they respond. Do they just hole up? Do they patrol for you? If you take out a patrol do they just keep patrolling, reinforce the patrols, lay ambushes of their own, etc? Remember you're moving into their turf, so you're at a disadvantage.

And it also depends on what your objective is. If you're just trying to loot the dungeon or kill off the tribe, it may not matter. If you're trying to rescue the princess, a prolonged guerrilla campaign may not be a good idea.


1 person marked this as a favorite.

Alright people stop telling him how to play the monk better. He will need to execute flawlessly, just to play at a level equal to the summoner and sorcerer in the party, assuming the other two plays pretty mediocre.

With the type of campaign the GM is running, it is his class choice that is holding him back. At the end of the day when two of out of three in his party can stay invis, while he is the sole sucker with a kick me sign standing out in the open, there isn't much he can do.

Also the party is woefully inadequate with healing.

Without magic items, being able to cast yourself is a huge advantage, that can not be overcome with better play at all. Because if he plays better, the casters will play better and they will always outshine him.

He should be playing druid, cleric, oracle, bard (arcane duelist), or paladin.

The latter can self enchant their weapons to meaningfully contribute.


"He's playing a monk but monks suck so stop telling him how he can do better with what he has because he has to become a caster."

Wow -- great job there Lou.

How about we answer is actual question (as we have) offer advice on something that might work better (which people have by suggesting casters) and let him decide on what he wants to do instead of telling him 'the one true way'?


Abraham spalding wrote:

"He's playing a monk but monks suck so stop telling him how he can do better with what he has because he has to become a caster."

Wow -- great job there Lou.

How about we answer is actual question (as we have) offer advice on something that might work better (which people have by suggesting casters) and let him decide on what he wants to do instead of telling him 'the one true way'?

I didn't categorically say monk sucks. It is the campaign setting that makes the monk suck. Also a great part of it is the party make up, that makes the monk suck. No healing and the frontliner of the party has d8 hps.

No magic items to shore up his weaknesses. I don't even know how they handle wands, assuming the GM is stingy they might have literally 0 healing.

I mean he basically will need the luck of gods and play at an Olympian level, just to stay par.

Edit: This would be true of a ranger that is built as an undead slayer and the GM does not use any undead. The ranger would suck too.


Again though, that's not what he asked for -- also there is a large difference between:

"Hey, look the monk is going to have a lot of trouble."

And:

"Alright people stop telling him how to play the monk better."

The first is good advice -- the second is just bossy and unhelpful (even with the rest of the paragraph).

No one is saying, "Hey just do this and monk will be easy" but that doesn't mean we should be telling people to not give him advice (lots of which he could use easily enough with other characters too) on how to do better with what he has.

RPG Superstar 2012 Top 32

How can the eidolon and monk team up to be most effective? Does the summoner and/or sorcerer have some good buffs they can share? The summoner is a 3/4 BAB with 1d8 hit dice and simple weapon proficiency. Can he poke things with a longspear? Be a flank buddy?

Do the sorcerer or summoner have any battlefield control spells that can help the monk and eidolon? Did either of them take an item creation feat to help the party out?


Winston Colt wrote:

Thanks for help everyone.

Human Monk 6 (with some good 4d6-lowest rolls)
Str 19
Dex 14
Con 13
Int 13
Wis 16
Cha 4

Feats
Skill Focus (Acrobatic)
Defensive Training
Power Attack
Weapon Focus (Unarmed Strike)
Dodge (b)
Improved Grapple (b)
Improved Trip (b)
Stunning fist (b)

High ranks in movement skills (climb, swim, acrobatics)

The character has already been played so no changes to this.
I realise now that I should have probably swapped skill focus for something like Toughness or Mobility.

Just out of curiosity, have you been able to get any Elven boots for +5 to Acrobatics? The Dodge-Mobility-Spring Attack feat tree is great for Level 9-12+, but I assumed you would need to tumble a lot and get through difficult terrain first. I suggested the Skill Focus (Acrobatics) in case those Elven boots were never bought/found.

With your current build, I would add Combat Reflexes for additional AOOs. Endurance-Die Hard can't hurt, either.


What Kind of monsters does the DM/GM throw at the party?

Grand Lodge

Again thanks for the help everyone but as to the other night my monk is no more. A lightning bolt and hit from a stone golem in a surprise round followed up by two more hits from said golem finished me without a chance to do anything. Beginning to think its not my playing but the dms brutal game thats the problem.

So. Who wants to help me create an overpowered cleric? I normally create characters around story not stats but dang it I want to see what I can do in this game.

Its a level 6 character with a 16 point buy, with 4,000gp worth of equipment and using the Core rulebook only.

I was thinking a cleric focusing on summoning, buffing and healing. The summoner and I could summon with the sorcerer standing behind us blasting. Any ideas?


Winston Colt wrote:

Again thanks for the help everyone but as to the other night my monk is no more. A lightning bolt and hit from a stone golem in a surprise round followed up by two more hits from said golem finished me without a chance to do anything. Beginning to think its not my playing but the dms brutal game thats the problem.

So. Who wants to help me create an overpowered cleric? I normally create characters around story not stats but dang it I want to see what I can do in this game.

Its a level 6 character with a 16 point buy, with 4,000gp worth of equipment and using the Core rulebook only.

I was thinking a cleric focusing on summoning, buffing and healing. The summoner and I could summon with the sorcerer standing behind us blasting. Any ideas?

How can any one play a summoner if it is CRB only? That seems like blatant favoritism, are you sure you can't use other rule books.

Grand Lodge

Yeah he got it in somehow. I started playing later in the game so a few were decided before I got there.


I have been reflecting on the adventures of times past and thinking about this thread and I realized that no group I have ever gamed with thought much about strategy beyond the next hurdle. All the combos and ingenious things we came up with were improvised on the fly, "on the jazz" for you A-Team fans. We meet up get to know each other, go out and take each challenge as it comes. Overtime there are few cobos that start to repeat itself.

This improvisational approach is what you see in movies, but in reality that is not how a small unit that expects to engage combat for any length of time lasts very long. Special forces teams, police swat teams, military units for centuries work in tandum and improvise on the variables not on the everyday.


Winston Colt wrote:

Again thanks for the help everyone but as to the other night my monk is no more. A lightning bolt and hit from a stone golem in a surprise round followed up by two more hits from said golem finished me without a chance to do anything. Beginning to think its not my playing but the dms brutal game thats the problem.

So. Who wants to help me create an overpowered cleric? I normally create characters around story not stats but dang it I want to see what I can do in this game.

Its a level 6 character with a 16 point buy, with 4,000gp worth of equipment and using the Core rulebook only.

I was thinking a cleric focusing on summoning, buffing and healing. The summoner and I could summon with the sorcerer standing behind us blasting. Any ideas?

How did the rest of the party fair?


Winston Colt wrote:
Yeah he got it in somehow. I started playing later in the game so a few were decided before I got there.

I actually think in your current campaign setting an Oracle will serve you better. Some of the mysteries can get you a weapon that becomes enchanted and armor this will overcome the low wealth restriction the GM has placed on the game.

If you can't roll an Oracle and only allowed core, I'll suggest Cayden Cailean cleric with the Liberation and Travel domain.

Human

Str: 14
Dex 11 +1 stat bump at 4
Con 14
Int 10
Wis 14 +2
Chr 10

Feats
Lvl 1 - Toughness and Hvy Armor Proficiency
Lvl 3 - Spell Focus Conjuration
Lvl 5 - Augment Summoning

Traits - Birthmark, Reactionary

Gear - Full Plate, Hvy Shield, Mwk Cold Iron Rapier, +1 cloak of resistance

Edit: You can prepare and cast magic vestment two times, cast it once on your armor and once on your shield for AC goodness.

51 to 75 of 75 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Surviving a low gold, low magic game. All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice