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First Session of HotDQ - WOW, what a meatgrinder
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<blockquote data-quote="Desalus" data-source="post: 6390710" data-attributes="member: 6779178"><p>Declining the missions would work just fine for a home game but for Encounters that doesn’t exactly work out so nicely. If one group skipped parts of chapter 1 they would then be far ahead of other groups if they didn’t do the same.</p><p></p><p></p><p></p><p>How many players did you have in your groups? When we had seven players we steamrolled through ‘Seek the Keep’. However, on all subsequent missions, when we had 4-5 players, it always seemed like it took us at least four rounds to defeat our enemies.</p><p></p><p></p><p></p><p>Compared to your group of players the group I played with sounds completely inept. More than half the time it seemed like my group would fail our attack rolls against kobolds and cultists. My core party consists of a gnome that rolls well but seems to attack with puny d4 or d6 damage weapon, a fighter that who multi-classed into a wizard at level 2 (so I’m not sure how good of a fighter the character is), and me who always forgot to make use of my fighter’s ‘Great Weapon Fighting’ style. For one session we had a druid that used all of his spells on ‘Seek the Keep’, a ranger for two sessions who rolled terribly (probably failed 70% of his rolls – seemed like his d20 was cursed), and a cleric for two sessions that quickly used up his healing spells and consistently failed at hitting with sacred flame.</p><p></p><p></p><p></p><p>If you have a bunch of players wearing medium or heavy armor with disadvantage, this doesn’t work out so well. With two fighters in the group you could easily fail the sneak check.</p></blockquote><p></p>
[QUOTE="Desalus, post: 6390710, member: 6779178"] Declining the missions would work just fine for a home game but for Encounters that doesn’t exactly work out so nicely. If one group skipped parts of chapter 1 they would then be far ahead of other groups if they didn’t do the same. How many players did you have in your groups? When we had seven players we steamrolled through ‘Seek the Keep’. However, on all subsequent missions, when we had 4-5 players, it always seemed like it took us at least four rounds to defeat our enemies. Compared to your group of players the group I played with sounds completely inept. More than half the time it seemed like my group would fail our attack rolls against kobolds and cultists. My core party consists of a gnome that rolls well but seems to attack with puny d4 or d6 damage weapon, a fighter that who multi-classed into a wizard at level 2 (so I’m not sure how good of a fighter the character is), and me who always forgot to make use of my fighter’s ‘Great Weapon Fighting’ style. For one session we had a druid that used all of his spells on ‘Seek the Keep’, a ranger for two sessions who rolled terribly (probably failed 70% of his rolls – seemed like his d20 was cursed), and a cleric for two sessions that quickly used up his healing spells and consistently failed at hitting with sacred flame. If you have a bunch of players wearing medium or heavy armor with disadvantage, this doesn’t work out so well. With two fighters in the group you could easily fail the sneak check. [/QUOTE]
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First Session of HotDQ - WOW, what a meatgrinder
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