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Help me get my Shackled City game back on track
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<blockquote data-quote="scourger" data-source="post: 2093861" data-attributes="member: 12328"><p>Yes, reducing the number of PCs is likely the best solution to time management issues; especially when considering the combat time. My concern will remain the fluctuating number of players from week to week. I really came up with the 2 characters per player idea when I thought I would have 2 weekly players regularly with 1 extra player intermittently. I also thought that the first module was a little too hard for a party of 4 1st level D&D characters. I read that here, and it was right since the climactic encounter was nearly a TPK. Now that I have 8 PCs in modules that are more level appropriate, the challenges are almost too easy for them. I also think the lawgivers and lightsabers shift the balance of power toward the PCs. Reducing the overall number of combats and combatants could be a very good solution. I did this in one area where the foes became dynamic and tried to mass attack the PCs. It worked better for that encounter, but they defeated & drove off a bunch of foes with withering high-explosive fire. I thought about it for the current scenario, but it made less sense since the defenders have traps set up as defenses. </p><p></p><p>Any other ideas about how to "cut to the chase" in these adventures? Is that even really a good idea since the modules flow with information that way?</p></blockquote><p></p>
[QUOTE="scourger, post: 2093861, member: 12328"] Yes, reducing the number of PCs is likely the best solution to time management issues; especially when considering the combat time. My concern will remain the fluctuating number of players from week to week. I really came up with the 2 characters per player idea when I thought I would have 2 weekly players regularly with 1 extra player intermittently. I also thought that the first module was a little too hard for a party of 4 1st level D&D characters. I read that here, and it was right since the climactic encounter was nearly a TPK. Now that I have 8 PCs in modules that are more level appropriate, the challenges are almost too easy for them. I also think the lawgivers and lightsabers shift the balance of power toward the PCs. Reducing the overall number of combats and combatants could be a very good solution. I did this in one area where the foes became dynamic and tried to mass attack the PCs. It worked better for that encounter, but they defeated & drove off a bunch of foes with withering high-explosive fire. I thought about it for the current scenario, but it made less sense since the defenders have traps set up as defenses. Any other ideas about how to "cut to the chase" in these adventures? Is that even really a good idea since the modules flow with information that way? [/QUOTE]
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Help me get my Shackled City game back on track
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