Herobizkit
Adventurer
I am in complete agreement with you; this is how good D&D is run. However...(1) The adventure is written for 5, not 6, characters. It's expected a DM will have to add monsters to encounters to compensate for larger or higher-leveled parties. If he's leveled you early for whatever reason, you can expect stuff to be harder.
(2) The DM isn't constrained to an adventure's limitations. DMs are encouraged to change around adventures to suit their groups - otherwise players can do stuff like, I dunno, looking up adventures. Unless you're doing some kind of restricted organized play, the module as written doesn't need to have any bearing to the module as played.
I guess I'm the one who isn't having as much fun as the others; in my case, wisdom sucks. I want to get on with the story, be done with KotS, find out what happens next - but I'm the only one. One player wants to level-level-level; the other player is just happy to go along with whatever (I envy him *lol*). I tried to talk the group into skipping the whole second area to get to the "boss level", but level-happy didn't want to miss XP.If you and the group are not having fun, address that actual situation.
I tried to explain that we leveled ahead of the module, and since we're not that strongly tied to the story, moving on would make sense - we'd have little to gain for staying. But because the DM is ramping up fights to make them equal to our level, we get more XP, which keeps us ahead of the module, which makes the DM ramp up the next fight... if we just wrapped this up and moved on, the DM wouldn't HAVE to adjust the fights and everything would be tickety-boo.
If anyone recalls the SNES game "The 7th Saga", it's like that - No matter what level your character grinds to, the enemies are always higher level by default. And this is what I'm trying to avoid.
Last edited: