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<blockquote data-quote="Nebulous" data-source="post: 8592797" data-attributes="member: 31465"><p>I'm not sure if the massive damage and vines and exploding wagon are in the official adventure, doesn't sound familiar . Did your DM add stuff? But yeah, it is a hard adventure regardless with little telegraphing of how difficult parts are. I had to scale it back for my group. Two were newbies, and after two years of playing they're still strategically poor at D&D. The starter Death House is the most unfair thing I've seen in an official adventure, just a TPK waiting to happen. So, yeah, I made Strahd easier for group. No one has died yet! They're in Ravenloft now and scared to death. They have had to run from many encounters since Level 1 that were too tough, and this bothered some of them because they wanted a more classic D&D of kick in the door and stomp ass. Which they got to do some, yes, but not every fight. The revenants at Agrynvostholt left a permanent scar on them. The Amber Temple was horrifying. Their first pass at Old Bonegrinder ended in them all running across the hills while screaming. I don't think they truly understand how I made the campaign easier, but they have fear of dying each session, even though it never happened. I'm OK with that; it is gothic horror, and fear is supposed to be part of it, so long as it is not at the expense of fun. They're loving the campaign, but they want to survive it and beat Strahd and get the hell out of Barovia. </p><p></p><p> I will probably oblige them, even if it means I have Strahd make some suboptimal decisions. And I am ready for it to end too. Our session count is up into the 70s and we aren't playing as often, so this endgame is really dragging out. </p><p></p><p>Anyway, my point was that when my party got into areas over their heads, I always gave them out, they just didn't know it. That is not something I would do for every group, but these particular players, it was the right decision.</p></blockquote><p></p>
[QUOTE="Nebulous, post: 8592797, member: 31465"] I'm not sure if the massive damage and vines and exploding wagon are in the official adventure, doesn't sound familiar . Did your DM add stuff? But yeah, it is a hard adventure regardless with little telegraphing of how difficult parts are. I had to scale it back for my group. Two were newbies, and after two years of playing they're still strategically poor at D&D. The starter Death House is the most unfair thing I've seen in an official adventure, just a TPK waiting to happen. So, yeah, I made Strahd easier for group. No one has died yet! They're in Ravenloft now and scared to death. They have had to run from many encounters since Level 1 that were too tough, and this bothered some of them because they wanted a more classic D&D of kick in the door and stomp ass. Which they got to do some, yes, but not every fight. The revenants at Agrynvostholt left a permanent scar on them. The Amber Temple was horrifying. Their first pass at Old Bonegrinder ended in them all running across the hills while screaming. I don't think they truly understand how I made the campaign easier, but they have fear of dying each session, even though it never happened. I'm OK with that; it is gothic horror, and fear is supposed to be part of it, so long as it is not at the expense of fun. They're loving the campaign, but they want to survive it and beat Strahd and get the hell out of Barovia. I will probably oblige them, even if it means I have Strahd make some suboptimal decisions. And I am ready for it to end too. Our session count is up into the 70s and we aren't playing as often, so this endgame is really dragging out. Anyway, my point was that when my party got into areas over their heads, I always gave them out, they just didn't know it. That is not something I would do for every group, but these particular players, it was the right decision. [/QUOTE]
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