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Curse of Strahd - What am I missing? (Possible spoilers?)
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<blockquote data-quote="neogod22" data-source="post: 8024422" data-attributes="member: 6857879"><p>I was pretty disappointed running it too. I too was expecting the same type of setting 2e had. The beginning was pretty hard fir the players, but they found the Holy Symbol in the gypsy camp, which made undead encounters laughable early on. When the book came out, WotC didn't know that the monster Nerf and player buffs that 5e created would destroy the CR for everything once the players hit level 5 back then, so while they thought a vampire at CR 15 would be too hard for the players, and gave them the tools that should've made the fight fair, they just made it too easy. There are ways to make this more challenging when they get to the castle. Here are some ideas. </p><p></p><p>1. No rests in the castle. I would suggest the DM create 1 or 2 safe areas where the players can stay long enough for a short rest only. Once they use it, they can't use it again.</p><p></p><p>2. Buff Strahd. Double his HP, give him magic armor and a weapon. If you really want to be nasty, have him wear the the Strahd animated armor, and have all damage go to that before it's destroyed. If the players didn't destroy the heart, have that amulet mitigate 50hp per round instead of it just failing once it absorbs that much damage. Also make Strahd resistant to all damage besides radiant, and allow him to regenerate any damage that's not radiant damage even if he take radiant damage that round also.</p><p></p><p>3. Use Strahd's abilities. One of Strahd's lair actions is the ability to move through the walls, ceiling and floor. When he takes say 25% damage, have him have him leave the room and make the players have to move through the castle and find him, allowing him to regenerate, and throw more monsters at them to use up resources. Don't forget, Strahd is also a wizard, use spells to his advantage. I.e. he may pop in while the players are fighting trash mobs, and say cast hold person on the warrior or wizard, judt to make the fight that much harder, then retreat when the players get the upper hand. </p><p></p><p>3. Wherever the final battle is suppoed to be, make sure you lead the players there for the fight. Feel free to manipulate the results of the tarot reading to have the final battle where you think it should be fought. </p><p></p><p>4. If things go bad, remember, the players are suppoed to win. They should have an ally, and feel free to kill that NPC before killing a player. Maybe that could be a dramatic scene that allows the opening for the players to finish off Strahd.</p></blockquote><p></p>
[QUOTE="neogod22, post: 8024422, member: 6857879"] I was pretty disappointed running it too. I too was expecting the same type of setting 2e had. The beginning was pretty hard fir the players, but they found the Holy Symbol in the gypsy camp, which made undead encounters laughable early on. When the book came out, WotC didn't know that the monster Nerf and player buffs that 5e created would destroy the CR for everything once the players hit level 5 back then, so while they thought a vampire at CR 15 would be too hard for the players, and gave them the tools that should've made the fight fair, they just made it too easy. There are ways to make this more challenging when they get to the castle. Here are some ideas. 1. No rests in the castle. I would suggest the DM create 1 or 2 safe areas where the players can stay long enough for a short rest only. Once they use it, they can't use it again. 2. Buff Strahd. Double his HP, give him magic armor and a weapon. If you really want to be nasty, have him wear the the Strahd animated armor, and have all damage go to that before it's destroyed. If the players didn't destroy the heart, have that amulet mitigate 50hp per round instead of it just failing once it absorbs that much damage. Also make Strahd resistant to all damage besides radiant, and allow him to regenerate any damage that's not radiant damage even if he take radiant damage that round also. 3. Use Strahd's abilities. One of Strahd's lair actions is the ability to move through the walls, ceiling and floor. When he takes say 25% damage, have him have him leave the room and make the players have to move through the castle and find him, allowing him to regenerate, and throw more monsters at them to use up resources. Don't forget, Strahd is also a wizard, use spells to his advantage. I.e. he may pop in while the players are fighting trash mobs, and say cast hold person on the warrior or wizard, judt to make the fight that much harder, then retreat when the players get the upper hand. 3. Wherever the final battle is suppoed to be, make sure you lead the players there for the fight. Feel free to manipulate the results of the tarot reading to have the final battle where you think it should be fought. 4. If things go bad, remember, the players are suppoed to win. They should have an ally, and feel free to kill that NPC before killing a player. Maybe that could be a dramatic scene that allows the opening for the players to finish off Strahd. [/QUOTE]
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