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<blockquote data-quote="Dragongrief" data-source="post: 4828438" data-attributes="member: 8882"><p>From what I could see in your post, the parts of KotS you ran went pretty standard.</p><p></p><p>1) The first two kobold encounters are supposed to be easy; they're the intro encounters for a L1 adventure.</p><p></p><p>2) Irontooth is a beast, and rightly tears apart anyone who charges in without backup (4e is heavily focused on teamwork) - even moreso when you charge into a swarm of kobolds to get to him. </p><p>The barbarian in my group went down too, but that was due to a crit and hard hit with the double-swing when Irontooth was bloodied.</p><p></p><p>The only way to challenge the characters/players without simply using higher and higher level monsters is to use smart ones. If two players are seen at the strength of the party, then any intelligent (recurring) foe is going to take steps to minimize their effectiveness. Artillery and brutes vs the fighter and barbarian, strikers and elemental resistant mobs against the sorcerer, etc.</p><p></p><p>This will give the advantage of 1- being "realistic", 2- allowing the newer players a little space to attempt new things an be creative to help the "powerful" characters cover their weaknesses.</p><p></p><p>Obviously don't do this every encounter, it gets old quick, but do it often enough to remind them that they aren't the baddest thing in the world.</p><p></p><p>If you're planning to run the rest of KotS, I recommend playing it as is. My players took the graveyard encounter with 3 L2 characters (paladin/starlock hybrid, assault swordmage and a melee ranger) with a minor alteration to the Second Wind rules since there was no healer.</p></blockquote><p></p>
[QUOTE="Dragongrief, post: 4828438, member: 8882"] From what I could see in your post, the parts of KotS you ran went pretty standard. 1) The first two kobold encounters are supposed to be easy; they're the intro encounters for a L1 adventure. 2) Irontooth is a beast, and rightly tears apart anyone who charges in without backup (4e is heavily focused on teamwork) - even moreso when you charge into a swarm of kobolds to get to him. The barbarian in my group went down too, but that was due to a crit and hard hit with the double-swing when Irontooth was bloodied. The only way to challenge the characters/players without simply using higher and higher level monsters is to use smart ones. If two players are seen at the strength of the party, then any intelligent (recurring) foe is going to take steps to minimize their effectiveness. Artillery and brutes vs the fighter and barbarian, strikers and elemental resistant mobs against the sorcerer, etc. This will give the advantage of 1- being "realistic", 2- allowing the newer players a little space to attempt new things an be creative to help the "powerful" characters cover their weaknesses. Obviously don't do this every encounter, it gets old quick, but do it often enough to remind them that they aren't the baddest thing in the world. If you're planning to run the rest of KotS, I recommend playing it as is. My players took the graveyard encounter with 3 L2 characters (paladin/starlock hybrid, assault swordmage and a melee ranger) with a minor alteration to the Second Wind rules since there was no healer. [/QUOTE]
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