Are the KotS pre-mades well-rounded?

Post/Author/DateTimePost
#1

fey_feline

Feb 10, 2010 22:29:21
All I'm asking is if a group comprised of the Keep on the Shadowfell pregen characters is strong enough to survive the encounters inside? I've got six first-timers, and don't want them to get massacred...
#2

phytoon

Feb 10, 2010 22:51:44
Technically, any party should be able to get through that adventure without TOO much trouble. I personally dislike those pregens, though, and had my players make characters (most of which are still alive). I'd suggest you do the same, if not just to greatly improve their odds, but also give them a more customized feel.

If you don't feel like having a meeting just for character creation, you could either try to tweak the pregens, or make some new characters yourself. Of course, you can still try running it with the pregens, but your players might not enjoy the generic feel of them. It's ultimately up to you. 
#3

Neutronium_Dragon

Feb 10, 2010 23:17:07
There are a number of errors with the pregens, the most overt of which is that the half-elf is missing his Dilettante power.

It's probably better to make use of freshly-generated PCs; not only will you avoid the built-in errors of the pregens, but various updates to and replacements for some of the material that they use will produce more appropriate characters, even if they're built around the same theme.
#4

SVNBob

Feb 18, 2010 4:24:04
There are a number of errors with the pregens, the most overt of which is that the half-elf is missing his Dilettante power.

Looks like they fixed that.  The version of the Cleric currently included in the quick start rules has Bolstering Strike (a Paladin at-will) as an encounter, and isn't a cleric of Bahamut by default.  The easy way to see if you have that version of the Cleric is to look at the Skills tables.  The "correct" version has -1s in a few skills while the old version had them at 0.  This can be verified with the CB, which I did because I had files of both versions.

Not to say there aren't errors still with the pregens.  Biggest one I see is that the Wizard only has 2 cantrips; Light and Ghost Sound.

It's probably better to make use of freshly-generated PCs; not only will you avoid the built-in errors of the pregens, but various updates to and replacements for some of the material that they use will produce more appropriate characters, even if they're built around the same theme.

Agreed, but the pre-gens would work well for a tutorial session, like Kobold Hall in the DMG.  Run your newbies through that with the pregens, then spend time on building "real" characters for KotS.