dvvega
Explorer
In direct answer to the original poster:
You will find that in general the published adventures do not follow the DMG advice. However you need to take this with a bit of thought involved.
Why are they not written this way? Because they do not know your players and the characters they have chosen. They can only make the assumption that you have 2 Defenders, 1 Striker, 1 Controller, 1 Leader.
If they put in an encounter that required a skill challenge employing Diplomacy and Nature for example and none of your players took those skills, what would happen? Back in the old days there were modules that had encounters like this. You needed X and Y but the party had chosen Z so they got stuck.
Thus the general advice I can give is to keep along the path you are taking. Learn as much as you can about DM-ing from people on this board or others. Make small changes to the modules you purchase. For example change the monsters a little to suit your players if they're tactical players - make the groups larger with more Minions (just throw out a single monster from one fight and put in 4 Minions as per DMG rules).
Everything that you do to learn something about DM-ing is the right thing. The modules are decent purchases, however you need to realise that your group is not the "average perfect group" that the modules are written for.
Lastly I would not recommend Paizo modules for their encounter balance to a novice DM. They have great background and story, however many of their encounters can turn out to be TPKs. They need a lot of work to make them "safe" for 3.5/3.75. However a new 4E DM may be able to sit down with one of the modules and create a conversion for 4E as practice.
D
You will find that in general the published adventures do not follow the DMG advice. However you need to take this with a bit of thought involved.
Why are they not written this way? Because they do not know your players and the characters they have chosen. They can only make the assumption that you have 2 Defenders, 1 Striker, 1 Controller, 1 Leader.
If they put in an encounter that required a skill challenge employing Diplomacy and Nature for example and none of your players took those skills, what would happen? Back in the old days there were modules that had encounters like this. You needed X and Y but the party had chosen Z so they got stuck.
Thus the general advice I can give is to keep along the path you are taking. Learn as much as you can about DM-ing from people on this board or others. Make small changes to the modules you purchase. For example change the monsters a little to suit your players if they're tactical players - make the groups larger with more Minions (just throw out a single monster from one fight and put in 4 Minions as per DMG rules).
Everything that you do to learn something about DM-ing is the right thing. The modules are decent purchases, however you need to realise that your group is not the "average perfect group" that the modules are written for.
Lastly I would not recommend Paizo modules for their encounter balance to a novice DM. They have great background and story, however many of their encounters can turn out to be TPKs. They need a lot of work to make them "safe" for 3.5/3.75. However a new 4E DM may be able to sit down with one of the modules and create a conversion for 4E as practice.
D