| Post/Author/DateTime | Post |
|---|---|
| #1eivoApr 19, 2009 0:36:16 | I have only run 3 RPGA Private games so far, but it seems like my PC's are just marching through the fights like it's a cake walk. It may just be me, has anyone else noticed this? ![]() |
| #2_Mithreinmaethor_Apr 19, 2009 0:47:35 | I have only run 3 RPGA Private games so far, but it seems like my PC's are just marching through the fights like it's a cake walk. Perhaps its your GM'ing ![]() Are you making sure that your group is following all of the RPGA LFR guidelines etc. Your statement really doesnt give us much to go on etc. |
| #3eivoApr 19, 2009 1:04:04 | It might be. I haven't had a chance to really run a lot of 4th, I have been playing a lot. I used to run all the time in 3rd, so I took a hiatus from DMing for a while. I was just trying to find out if other people are experiencing the same thing or not. I am trying to figure out if it is me or my players before I start jumping to conclusions. |
| #4syrinx_dmApr 19, 2009 1:11:49 | If you are referring to LFR modules, most people find that the low level tier of the level 1-4 adventures is pretty easy. If your party is blowing through them, consider running at the high level tier, or using DME to make things a bit more challenging for your players. If you are talking about other RPGA modules, I can’t comment on those, having not played any of the. |
| #5WolfStar76Apr 19, 2009 7:26:10 | In my experience the first crop of mods are a little on the easy side - especially at low tier. Chalk it up to authors getting their feet wet with the (then) new 4E rules. I haven't had a lot of opportunity to play the 2nd or 3rd round of mods yet, but I've heard they balance better. |
| #6warfteinerApr 19, 2009 10:26:18 | I found that most of the low-tier 1-4 adventures were pretty easy... and then I ran EAST1-1 on high for a daring group. Oh good lord, do it. Just check it out - very little DME needed! I've run EAST1-1 about 20 times altogether with most of those on high tier; it is a very rewarding experience for both players and DMs. |
| #7AlphastreamApr 19, 2009 14:14:31 | Mod difficulty increases once you get out of the 1-4 range. I agree that the early batch likely had a lot of the author learning curve, which makes things less challenging. There is another similar thread on these boards and it includes a lot of sage advice on adjusting encounters. I highly encourage all DMs to learn the rules for increasing and decreasing monsters by a level. (Off of memory: Add +1 to all defenses/AC, add +1 to attack, add HPs based on role (a controller would get 8HP per level added, twice that if Elite). When you go up 2 levels you add 1 to damage as well). This is really easy to do, and makes a big difference when applied to all foes in an encounter. Tactical positioning and understanding how monster powers can work together is also pretty huge. But, yeah, the first mods are easy (which is ok for most new players). |
| #8Aaron_HighcolorApr 20, 2009 16:32:53 | I just ran Luruar 1 -2 The Gibbous Moon yesterday, and I almost had a TPK on the last encounter, and the archer ranger was down to 2 healing surges after the FIRST encounter!!! Of course, that may have been the fact that he has a low CON, and was surprised by the creatures that came out after he acted. "Winning" initiative isn't always a good thing! |
| #9eivoApr 20, 2009 21:45:46 | I should retract my statement a little. I ran Bald1-1 yesterday, and the Fetid Cave encounter almost wiped my party. The party had a great time though, so it was fun. ![]() |
| #10syrinx_dmApr 21, 2009 12:55:12 | I should retract my statement a little. I ran Bald1-1 yesterday, and the Fetid Cave encounter almost wiped my party. The party had a great time though, so it was fun. That cave is one of my favorite encounters in all of the level 1-4 mods. |
| #11AlphastreamApr 21, 2009 15:41:19 | I should retract my statement a little. I ran Bald1-1 yesterday, and the Fetid Cave encounter almost wiped my party. The party had a great time though, so it was fun. Yeah, team South America seems to have a good handle on the rules and how to use them to their favor! Expect similar challenges with BALD1-2. |
| #12tyrskaldApr 25, 2009 9:19:42 | That cave is one of my favorite encounters in all of the level 1-4 mods. I definitely agree about the Fetid Cave encounter mentioned here...even though it resulted in 2 TPKs out of the five times I've run it. (I suppose I could wring my hands and cackle at each of those two times, but I am a *NICE* DM usually... heh heh heh) The Eastrift 1-1 mod is likewise responsible for a TPK, but in two cases, PCs decided to run/call it quits before things got too bad in a certain encounter therein. Overall, I'd say the deadliness or cake-walkiness of first year adventures can go either way, but considering the lack of facility with the new rules (on the parts of players, DMs and writers), there appear to be a couple reasons for difficulties experienced. I think in quite a lot of cases, a lack of writing clarity forced me to interpret combat tactics/set-up only after a lot of confusion. I am sure that more than once I unintentionally staged a combat in ways that made it too easy or hard for players. However, I'd say a solution is within grasp. Focusing on roleplaying more heavily has helped me create a realism within these adventures, which in turn helps players be more creative and invested in the action and story. This in turn helps me as a DM award hints, clues or even situational bonuses to mechanical challenges (combat, skill challenge), or even to allow strong roleplaying to possibly circumvent the need for barriers/challenges in the occasional case. As others have stated, the level 4-7 and 7-10 adventures are definitely *not* very cakewalky, and their writing is tighter and more consistent as well. Well, there're my two coppers on the subject, Gents & Ladies. ~Tyrskald |