PC vs PC Duel!

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My regular D&D group is taking a break from story and for the next couple weeks while 2 players are away we will be playing boardgames and just hanging out... or so we thought, at the end of tonights games someone suggested we duel our characters.
It was fun but the fighter in the party was not build for one on one nor was the swordmage.

So I need your help, I need a Human fighter, and/or a Tiefling swordmage that is build to close in on a ranger and slay them, and withstand the mighty attack of the avenger.

Please help me with this and I will let everyone one afterwards how we did!
In the Nentir Vale, all injured creatures are required to wear a name tag!
This thread comes up again and again. The game isn't built for it at all. Basically, it comes down to a few things.
- Level
- Starting Distance
- Who rolls higher initiative

Two types of characters tend to be the go-to's though. Ranged Rangers for an insta-killing alpha strike, or perma-stealth builds. 
And how are we supposed to do that without having even the slightest information regarding the PCs builds, levels or the envirnment of the duel (starting distance, etc.)?

Also, 4E is not build for duels. Winning initiative is probably enough for well build striker to k.o. pretty much any normal character. 
This thread comes up again and again. The game isn't built for it at all. Basically, it comes down to a few things.
- Level
- Starting Distance
- Who rolls higher initiative

Two types of characters tend to be the go-to's though. Ranged Rangers for an insta-killing alpha strike, or perma-stealth builds. 

Unkillable revenant also have a place.


But yea...  most of the time, you can kill something in 1 turn (especially blowing dailies).  So whoever goes (or attacks) first wins.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Assuming that you all aren't totally optimized (making the fight completely silly - not that it isn't already, since the game isn't really built around PvP), Dimensional Dodge (lvl 10) is a good utility for swordmages to close distances with ranged fighters, as is Quickling Stride (lvl 6). White Lotus (Master) Riposte is a great feat for any arcane class that wants to 1v1, assuming that the other person doesn't straight-up nuke him down.

A fighter would really just need to get up n mark people so they can't shift away, and then let his tankiness take over.


Honestly, instead of duels, I'd recommend a 2v2 or 3v3 set-up so that support classes can use a bit more of their features. In a duel, single-target strikers will almost always win, except against the best-built defenders. Controllers and leaders will always fall behind, unless they have a team to fight with. 
By all that is holy, do not PvP on a game that is not designed to. You will only hurt yourselves, and I mean for real.
Few things can be more frustrating than seeing yourself annihilated due to a total lack of balance. I've seen it with both 3.5 and 4E alike. The farther you stay from PvP, the happier you'll be. Honestly.
By all that is holy, do you see that enemy over there?

Is it bad that this is what my mind defaulted to when seeing the preview text of your post?  I am playing way too much D3 
D&D Next = D&D: Quantum Edition