![]() Some don't even do it four books in (absolutely looking at my elemental sorc who had master Stealth, 16 Charisma, and Cleric dedication and never exactly figured out that your deity doesn't somehow boost your damage). ![]() As a GM, I would note particularly clever play or the importance of that +1 ("Wow, that would have hit if you hadn't raised your shield." "And that +1 from bless makes that into a crit!" "Now that you've Hidden successfully, the opponent if flat-footed for your Sneak Attack.") Not every player sits down at the table an immediately groks the rules. But that's not every group and I get that. Typically if groups are having limited success with the same tactics, they change them. You teach this style of play through the game itself. The cleric (who was a new gamer) just did what he was told - e.g., "don't 'waste' spell slots for anything other than heal." ![]() Buffs, de-buffs, etc., did not occur, as every available slot was spent trying to keep the party alive. ![]() They could never get into a flow during combat. The monk would try to move into position to flank and cause as much damage as possible to the enemies. The wizard would attempt to widdle away the hp of the monsters. The champion would move up to use his reaction to get an attack of opportunity on those attacking the fighter (and try to reduce the damage output). The cleric would spend every action trying to keep the party alive. Fighter would put himself in the way of the priority targets and get smashed. ![]() The party was purely reactionary, because they didn't have time for anything else. What was a typical round for your group like? I ran a three caster group (drac sorc, elemental sorc, harm cleric, giant barb) through book 4 until we hit a TPK.ĮDIT: Also, were you feeding yourselves to enemies? What I mean is, did you spend actions just to get to enemies only to stop within range of them so they had their full 3 actions and superior bonuses to flatten you? What were your debuffs looking like? Your buffing? My group made it far with primarily frightened, prone (Cast Down still great), and slowed doing the heavy lifting along with vital beacon for combat healing (which seemed to be incredibly suboptimal, but harm cleric gonna harm). PF2 combat is a lot less about party comp and builds and more about important decisions in combat. ![]()
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