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<blockquote data-quote="Caliber" data-source="post: 5175613" data-attributes="member: 1310"><p>Party generally hovers around 6, although the composition has changed with people quitting in frustration and new people coming in. Our GM is scaling encounters for party size as far as I'm aware; without reading the modules I assume he is doing it correctly. </p><p></p><p>Are most groups Leader heavy? I'm willing to accept tactical blunders as the reasons for some of the deaths, but I'm not sure I'd go so far as saying that for ALL (or even most!) of them. </p><p></p><p>I mean, look at the Wizard's Lab encounter we wiped on last night. I'll spoiler it in case anyone else hasn't played that part yet ...</p><p></p><p>[sblock]Four Myconid Guards, with an At-Will Close Burst 1 vs Will that does small damage and makes you unable to use Standard Actions? Combined with two (or did we have three?) Myconid Rotpriests who hit REALLY hard and were able to transfer damage from themselves to the guards? Combined with a Gasbag that exploded for some funky damage, AND a Green Slime that was engulfing and doing ongoing acid the entire fight. </p><p></p><p>Nearly every enemy seems to do 2dX+Y damage, and with our beefiest characters having 39 HP, with most of the group high 20's, low 30's, only one or two hits lays them out. And then with the Myconid Guards taking away Standard actions left and right, our damage output wasn't nearly enough to carve through all those guys. </p><p></p><p>For those who are past this point, how did your party make it through? Did the Pacification Spores not rock your world? Did you just back out of the room and make them come at you 2 at a time down the bridge?[/sblock]</p></blockquote><p></p>
[QUOTE="Caliber, post: 5175613, member: 1310"] Party generally hovers around 6, although the composition has changed with people quitting in frustration and new people coming in. Our GM is scaling encounters for party size as far as I'm aware; without reading the modules I assume he is doing it correctly. Are most groups Leader heavy? I'm willing to accept tactical blunders as the reasons for some of the deaths, but I'm not sure I'd go so far as saying that for ALL (or even most!) of them. I mean, look at the Wizard's Lab encounter we wiped on last night. I'll spoiler it in case anyone else hasn't played that part yet ... [sblock]Four Myconid Guards, with an At-Will Close Burst 1 vs Will that does small damage and makes you unable to use Standard Actions? Combined with two (or did we have three?) Myconid Rotpriests who hit REALLY hard and were able to transfer damage from themselves to the guards? Combined with a Gasbag that exploded for some funky damage, AND a Green Slime that was engulfing and doing ongoing acid the entire fight. Nearly every enemy seems to do 2dX+Y damage, and with our beefiest characters having 39 HP, with most of the group high 20's, low 30's, only one or two hits lays them out. And then with the Myconid Guards taking away Standard actions left and right, our damage output wasn't nearly enough to carve through all those guys. For those who are past this point, how did your party make it through? Did the Pacification Spores not rock your world? Did you just back out of the room and make them come at you 2 at a time down the bridge?[/sblock] [/QUOTE]
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