Is Power Creep Real? If so, how do you fight it?

Retreater

Legend
I've noticed that more recent official modules from WotC are on a power level that is way beyond the abilities of my players and their characters: monsters that can only be hit on a Natural 20 by the party's fighter (who is within the suggested level range for the module); high DR that no one in the party can penetrate, requiring weapons costing beyond the standard wealth given in the DMG; etc.

Has anyone else noticed a trend of WotC's making modules more and more difficult?

How can a group of players contend with the machine of WotC publishing?

It seems that opening up class and race books slows down game play and waters down the group, reducing its overall power level.

Do you think that a group that is made up of characters using only the Core Rules should be X levels higher than a group made with all the new crunchy rules from the past 4 years? Do you think the new stuff is well balanced against the Core Rules?

In short, why are the new official modules consistently kicking the arses of my players, who usually stick with the Core Rules?

Retreater
 

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Retreater said:
I've noticed that more recent official modules from WotC are on a power level that is way beyond the abilities of my players and their characters: monsters that can only be hit on a Natural 20 by the party's fighter (who is within the suggested level range for the module); high DR that no one in the party can penetrate, requiring weapons costing beyond the standard wealth given in the DMG; etc.
Which specific modules are you pulling these examples from?

I haven't noticed this problem with WotC.
 

Um, every one of them I've run in the past 4 years.

Sons of Grumsh
Shackled City Adventure Path (actually Paizo, but still "official")
Corymr: Tearing of the Weave


Others that I've read through and did statistical breakdowns for (what is the percentage of the group surviving these encounters) that seemed way too hard were.
Demonweb Pits
Castle Ravenloft
Age of Worms
Savage Tide
 

Retreater said:
In short, why are the new official modules consistently kicking the arses of my players, who usually stick with the Core Rules?
I guess they expect the PCs to be non-core. I've noticed this with the monsters in the new books, MM3 and MM4, they're a lot more powerful than the ones in the MM at the same CR. Took me a bit of getting used to. I forgot and put the party at 5th level up against a CR8 MM3 encounter last session which was a bit too tough though there were no deaths fortunately.

The PCs in my game use lots of non-core options and are good powergamers. We're also using action points for the first time, which imo effectively adds a level. All things that caught me out in the first two or three sessions.

Hussar started a very interesting thread recently on all the factors which can throw CR off - there are quite a few. It may help if you check it out.
 


Retreater said:
How can a group of players contend with the machine of WotC publishing?

I haven't had any issues but that's not important. Your group is that is what is important. I would suggest treating the levels as if the characters need to be a level or two higher. It is a simple solution that is easily done.
 

Retreater said:
In short, why are the new official modules consistently kicking the arses of my players, who usually stick with the Core Rules?
Did you ever run Sunless Citadel? Forge of Fury?

The odds are stacked against the PCs in a lot of WotC adventures. They are difficult and can result in a TPK. This is not new; the very first encounter in Sunless Citadel can kill the PCs.

The fighter only hitting on a 20 is very unusual, though, and as for needing weapons that the PCs can't afford.. that should not happen except at very low levels, against enemies designed to be "boss" monsters, like the gricks in Forge of Fury. There's no such thing as DR x/+3 anymore, so overcoming DR is a lot less expensive.
 

JustKim said:
The odds are stacked against the PCs in a lot of WotC adventures. They are difficult and can result in a TPK. This is not new; the very first encounter in Sunless Citadel can kill the PCs.

In fact, one of the first combat encounters in Return to the Temple of Elemental Evil is infamous for the number of fatalities.
 

Is Power Creep Real?: yes
If so, how do you fight it?: release a new edition; restarting the power-creep anew.
 
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Retreater said:
I've noticed that more recent official modules from WotC are on a power level that is way beyond the abilities of my players and their characters: monsters that can only be hit on a Natural 20 by the party's fighter (who is within the suggested level range for the module); high DR that no one in the party can penetrate, requiring weapons costing beyond the standard wealth given in the DMG; etc.

Has anyone else noticed a trend of WotC's making modules more and more difficult?

No, not really.

It should be noted that DR creatures are occasionally included so as *not* to be overcome, but can still be hurt. Spells like align weapon, magic weapon and items such as silversheen also help.

Could you give the specific example of the creature your fighter could hit only on a natural 20 and where it was?

Cheers!
 

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