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How much is too Much? (RttTOEE) (spoilers)
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<blockquote data-quote="Sir Whiskers" data-source="post: 1321454" data-attributes="member: 6941"><p>Note: my comments are as player, not GM (though I skimmed the module after we finished it).</p><p></p><p>10-15 for our group, but we didn't clean out the whole thing. We (like so many groups) got bored of the CRM, so the GM encouraged us to move on. Without giving anything away, I can tell you that the challenge of the module jumps dramatically between areas, which we found out the hard way. Also, once the party starts facing off against opponents in the teen-levels, watch out: save-or-die spells accounted for a majority of our party deaths. Further warning: an unbalanced party can be dead meat in a hurry.</p><p></p><p>A smart GM will break up the action on a regular basis, giving the party time and incentive to do other things. This will not only help the players keep interest, but also give them some needed xp's and - more importantly - magic items. Side treks to gain more info on the Temple and what's going on would be perfect, as the module (IMO) doesn't do a very good job of providing this to the players. Your party will have to actively seek out good info.</p><p></p><p>Specific tips:</p><p>*Encourage the other players to scout, explore, research - whatever it takes to give you an edge, as some of the encounters can easily TPK an unwary party.</p><p>*Plan on crafting/enchanting any specific magic items your party needs.</p><p>*Boost your saves.</p><p>*Develop a few standard combat plans (say the first 3 rounds, similar to what the 3.5 MM has done with some monsters). </p><p>*Consider using the buddy system. </p><p>*Don't split the party.</p><p>*If in doubt, REST. Resist the urge to go on to "just one more" room/area.</p><p>*Don't be afraid to run.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1321454, member: 6941"] Note: my comments are as player, not GM (though I skimmed the module after we finished it). 10-15 for our group, but we didn't clean out the whole thing. We (like so many groups) got bored of the CRM, so the GM encouraged us to move on. Without giving anything away, I can tell you that the challenge of the module jumps dramatically between areas, which we found out the hard way. Also, once the party starts facing off against opponents in the teen-levels, watch out: save-or-die spells accounted for a majority of our party deaths. Further warning: an unbalanced party can be dead meat in a hurry. A smart GM will break up the action on a regular basis, giving the party time and incentive to do other things. This will not only help the players keep interest, but also give them some needed xp's and - more importantly - magic items. Side treks to gain more info on the Temple and what's going on would be perfect, as the module (IMO) doesn't do a very good job of providing this to the players. Your party will have to actively seek out good info. Specific tips: *Encourage the other players to scout, explore, research - whatever it takes to give you an edge, as some of the encounters can easily TPK an unwary party. *Plan on crafting/enchanting any specific magic items your party needs. *Boost your saves. *Develop a few standard combat plans (say the first 3 rounds, similar to what the 3.5 MM has done with some monsters). *Consider using the buddy system. *Don't split the party. *If in doubt, REST. Resist the urge to go on to "just one more" room/area. *Don't be afraid to run. [/QUOTE]
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