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Upscaling Reavers of Harkenwold and Campaign...
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<blockquote data-quote="D'karr" data-source="post: 6000255" data-attributes="member: 336"><p>I'm running a variation of this "mini-campaign" right now. The characters had reached 5th level so I had a similar scaling problem. However, I wanted a different feel to the adventure. Only a few of the enemies got "scaled."</p><p></p><p>When the adventure is played with 1st level characters the "goblin horde" is a serious threat because of the characters inexperience (monsters are a bit harder). When the adventure is played with 5th level characters I wanted the threat to be because of the enemy numbers. </p><p></p><p>I didn't so much increase the levels of the creatures. I increased their numbers, and gave them better advantage in numbers. The monsters always go for flanks, effectively increasing their level by 2 without doing much more damage, and they get a flank bonus to damage (sneak attack), increasing their damage output. This gave me some freedom to increase the numbers without increasing the monsters hit points, or defenses. </p><p></p><p>The heroes were always threatened because they were being hit, and for significant damage, but they were also mowing through the monsters. I also used a lot of minions. This shifted the combats to a "feel" of "we're bad-asses, but we're facing a metric ton of goblins."</p><p></p><p>I kept the bullywugs, mostly because I wanted to have more variety. I didn't want the entire campaign to be against "goblins". It also gave me the opportunity to introduce the next leg of the campaign, which had to do with the help the bullywugs are providing to the "Crimson Chalice"; an organization of slave traffickers that are "holed up" in the city if Highport.</p><p></p><p>Next stop is probably going to be Highport, and the Slavers mini-campaign.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6000255, member: 336"] I'm running a variation of this "mini-campaign" right now. The characters had reached 5th level so I had a similar scaling problem. However, I wanted a different feel to the adventure. Only a few of the enemies got "scaled." When the adventure is played with 1st level characters the "goblin horde" is a serious threat because of the characters inexperience (monsters are a bit harder). When the adventure is played with 5th level characters I wanted the threat to be because of the enemy numbers. I didn't so much increase the levels of the creatures. I increased their numbers, and gave them better advantage in numbers. The monsters always go for flanks, effectively increasing their level by 2 without doing much more damage, and they get a flank bonus to damage (sneak attack), increasing their damage output. This gave me some freedom to increase the numbers without increasing the monsters hit points, or defenses. The heroes were always threatened because they were being hit, and for significant damage, but they were also mowing through the monsters. I also used a lot of minions. This shifted the combats to a "feel" of "we're bad-asses, but we're facing a metric ton of goblins." I kept the bullywugs, mostly because I wanted to have more variety. I didn't want the entire campaign to be against "goblins". It also gave me the opportunity to introduce the next leg of the campaign, which had to do with the help the bullywugs are providing to the "Crimson Chalice"; an organization of slave traffickers that are "holed up" in the city if Highport. Next stop is probably going to be Highport, and the Slavers mini-campaign. [/QUOTE]
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