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<blockquote data-quote="KarinsDad" data-source="post: 5674389" data-attributes="member: 2011"><p>The PCs did not have fun.</p><p></p><p>The players had a blast. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The DM was a little bit bored. "Ha ha, I hit the Bard with a mega attack" Ranger immediate interrupt "Err, no, the foe is dead or the attack misses".</p><p></p><p>It was actually fun for me as well, but I pulled out every stop I could think of and it didn't help. The players had too many options, there were not enough foes, until the end of the encounter Dailies were too potent, the foes did too little damage, and the terrain damage which was the major set of damage in the encounter was easily avoided by the players.</p><p></p><p>Even the cover of the module telegraphed the kind of elemental resistance that the players should bring to the fight. Don't let the cover give the players clues if you want to challenge them.</p><p></p><p>I had even planned on having the Warlocks when they were nearly dead do a shift over the mud and then teleport switch places with a PC so that the PC ended up in the mud and the Warlock would end up in the midst of the party (DM stretching the rules a bit), but both times it could have occurred (each Warlock), none of the PCs were taking ongoing damage anymore and the Warlock could not use the transposition power.</p><p></p><p>PS. A running encounter like this makes "until end of encounter" dailies too powerful. Have the PCs do rests, make them run out of healing surges and Dailies. Always have more foes per room than PCs so that Action Economy is in the favor of the NPCs. That's the way to challenge them. This encounter was a poor first attempt by WotC. I hope the next two are much better.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5674389, member: 2011"] The PCs did not have fun. The players had a blast. ;) The DM was a little bit bored. "Ha ha, I hit the Bard with a mega attack" Ranger immediate interrupt "Err, no, the foe is dead or the attack misses". It was actually fun for me as well, but I pulled out every stop I could think of and it didn't help. The players had too many options, there were not enough foes, until the end of the encounter Dailies were too potent, the foes did too little damage, and the terrain damage which was the major set of damage in the encounter was easily avoided by the players. Even the cover of the module telegraphed the kind of elemental resistance that the players should bring to the fight. Don't let the cover give the players clues if you want to challenge them. I had even planned on having the Warlocks when they were nearly dead do a shift over the mud and then teleport switch places with a PC so that the PC ended up in the mud and the Warlock would end up in the midst of the party (DM stretching the rules a bit), but both times it could have occurred (each Warlock), none of the PCs were taking ongoing damage anymore and the Warlock could not use the transposition power. PS. A running encounter like this makes "until end of encounter" dailies too powerful. Have the PCs do rests, make them run out of healing surges and Dailies. Always have more foes per room than PCs so that Action Economy is in the favor of the NPCs. That's the way to challenge them. This encounter was a poor first attempt by WotC. I hope the next two are much better. [/QUOTE]
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