Yeah, this seems fairly fundamental in a game based around multi-encounter attrition.The true key, IMO, is to not let the group dictate the pace of play all the time. Make them do stuff when they are way off their peak.
Yeah, this seems fairly fundamental in a game based around multi-encounter attrition.The true key, IMO, is to not let the group dictate the pace of play all the time. Make them do stuff when they are way off their peak.
Right. I was following the adventure's guidance to make the party 5th level to do the Winery. But the other thing is that the other 5th level adventure site would've likely killed a couple characters.There seems to be some tension here: you were concerned that the PCs were not mechanically powerful enough to tackle the Winery, and so got the players to add a couple of levels; they then easily defeated the encounter at the winery, and you're unhappy that the encounter at the Winery was too easy.
And I think this is where it bounced off me, and eventually, my players. When the players are saying "Don't use fireball, just use your cantrips. Save the fireballs for the boss later!", then the encounters aren't doing what they're designed to do. Meagre damage behind big blobs of hit points is ridiculous for monsters (which are designed to die in 3 rounds anyway), and doesn't really attrit anything from smart players.Yeah, this seems fairly fundamental in a game based around multi-encounter attrition.
While I agree with the sentiment, the adventure knows nothing about your party size or makeup, so accounting for that is unavoidable. No matter how good the writers are.Because it's in the adventure that I paid $40 to run. And it's the highest reviewed adventure of the 5e era.
And I trust the designers of the system to know how to create adventures.
(They apparently don't.)
The room is 20 x 100 foot, and full or obstacles (wine barrels, etc.)When you are told by the adventure that 24 twig blights are in a 30 ft. room (or whatever) they gotta fit where they fit.
Did he say it would be hard to deadly? The guidelines sure do not...Take it up with Chris Perkins.
you are using initiative, right? The chars do not get to act first unless you always let your monsters be surprisedThe group rushes in and they're a blender - nothing can stand up to them. Nothing can get in a single action.
It's a 5th level adventure site with (I think) three encounters. Those three should be enough to challenge a party of that level for a day's resources. I think any DM would assume that.Did he say it would be hard to deadly? The guidelines sure do not...
Yes. It's just that enemies can easily lose the Initiative. Many have only a +1 bonus. Most characters will prioritize Dexterity and beat them in the order. By then, the enemies are dead.you are using initiative, right? The chars do not get to act first unless you always let your monsters be surprised
Looking at the map, there are 16 viable squares on the main floor to put 24 twig blights. They don't have ranged attacks so the balcony is pointless. It's unavoidable to have them in AoE clusters.The room is 20 x 100 foot, and full or obstacles (wine barrels, etc.)
did not do the math for all 3 encounters, but the one you had is 24 x 25 XP + 450 XP, so 1050 XP.It's a 5th level adventure site with (I think) three encounters. Those three should be enough to challenge a party of that level for a day's resources. I think any DM would assume that.
fair enough, but all of them losing every time made me askYes. It's just that enemies can easily lose the Initiative. Many have only a +1 bonus. Most characters will prioritize Dexterity and beat them in the order. By then, the enemies are dead.
24 blights, 16 viable squares makes hitting a few unavoidable, and that is fine. I was wondering about hitting most of them with one AoELooking at the map, there are 16 viable squares on the main floor to put 24 twig blights. They don't have ranged attacks so the balcony is pointless. It's unavoidable to have them in AoE clusters.
Speaking purely for myself, I wouldn't make that assumption (though I'm speaking in a 4e rather than 5e context).It's a 5th level adventure site with (I think) three encounters. Those three should be enough to challenge a party of that level for a day's resources. I think any DM would assume that.
Why couldn't they go onto the balcony and hurl themselves onto the characters below? It seems like having a twigblight land on you might hurt a bit.Looking at the map, there are 16 viable squares on the main floor to put 24 twig blights. They don't have ranged attacks so the balcony is pointless. It's unavoidable to have them in AoE clusters.