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<blockquote data-quote="fuindordm" data-source="post: 9098189" data-attributes="member: 5435"><p>I should start by saying that I haven't run very many published settings/adventures, although I have bought a few and enjoyed reading them.</p><p></p><p>In my campaign I'm using several adventures from <em>Ghosts of Saltmarsh</em> and I'm pleasantly surprised by the encounter balance. There is a good mix of easy and hard encounters, and some that would be TPK for the party on open terrain but can be mitigated by using terrain and tactics wisely (such as luring a golem into a pit trap). Some encounters that had the potential for a TPK got resolved by retreating or calling a truce, since the opponents were also in bad shape.</p><p></p><p>Of course this book is mostly based on classic AD&D adventures, but still I feel like WotC did the heavy lifting for me and I can just get on with the game. </p><p></p><p>And for my homebrew adventures, I feel comfortable eyeballing the MM and putting together a team of monsters for an appropriate challenge.</p><p></p><p>Yes, the player tactics can be repetitive, but as long as they're having fun with their class that's OK. The biggest annoyance for me is that intelligent enemies have a strategic incentive (almost an imperative) to coup de grace fallen spellcasters to defend against <em>Healing word</em>.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9098189, member: 5435"] I should start by saying that I haven't run very many published settings/adventures, although I have bought a few and enjoyed reading them. In my campaign I'm using several adventures from [I]Ghosts of Saltmarsh[/I] and I'm pleasantly surprised by the encounter balance. There is a good mix of easy and hard encounters, and some that would be TPK for the party on open terrain but can be mitigated by using terrain and tactics wisely (such as luring a golem into a pit trap). Some encounters that had the potential for a TPK got resolved by retreating or calling a truce, since the opponents were also in bad shape. Of course this book is mostly based on classic AD&D adventures, but still I feel like WotC did the heavy lifting for me and I can just get on with the game. And for my homebrew adventures, I feel comfortable eyeballing the MM and putting together a team of monsters for an appropriate challenge. Yes, the player tactics can be repetitive, but as long as they're having fun with their class that's OK. The biggest annoyance for me is that intelligent enemies have a strategic incentive (almost an imperative) to coup de grace fallen spellcasters to defend against [I]Healing word[/I]. [/QUOTE]
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