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Rangda's Zeitgeist Campaign (SPOILERS)
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<blockquote data-quote="rangda" data-source="post: 6011074" data-attributes="member: 86125"><p>For this next part I'm going to nit pick a few things in the module, but before I do I want to say in the big picture these things are minor. This module has so far been one of the best put together modules I've ever run, and the party is having tons of fun going through it. So overall the experience so far has been great. Of course when most of it is so good the few things that aren't stick out even more.</p><p></p><p>Some of it is definitely my house rules (inherent bonuses, at L2 the party has +1 attack/damage inherent; giving the expertise feat which I consider a feat tax for free) but NPC defenses and hit points feel very low. Almost all of the essentials classes get reds as damage adds to greens or basics and my party's damage gets higher than the module seems to expect. Here's my party @L2 using their damage add powers;</p><p></p><ul> <li data-xf-list-type="ul">Laci (knight) +10vAC 2d10+5</li> <li data-xf-list-type="ul">Cyrus (Sentinel) +9vAC 2d12 + 12 with his double attack (assuming both hit)</li> <li data-xf-list-type="ul">Ford (Bladesinger) +12vAC 1d8+7+5+3 with Bladesong active</li> <li data-xf-list-type="ul">Carlie (Elementalist) +8vREF 1d12+1d10+1d6+11 (2 targets) or +7vFORT 2d10+11 (burst 1)</li> <li data-xf-list-type="ul">Savanna lead from the back warlord uses Direct the Strike on Carlie or Cyrus a lot</li> </ul><p></p><p>Here's what they are fighting for “named” NPC's (I'm not as concerned with the unnamed NPC's, it's very easy to just add more of them).</p><p></p><ul> <li data-xf-list-type="ul">Blander 14/12/16/14 30hp</li> <li data-xf-list-type="ul">Dansica 14/12/14/17 66hp (this is the most reasonable although AC hurts)</li> <li data-xf-list-type="ul">Deorn 14/14/12/14 44hp</li> <li data-xf-list-type="ul">Captain Amba 16/12/14/12 37hp</li> </ul><p></p><p>My party needs no higher than a 7 to hit any of them vAC and Carlie (the ony non-AC attacker) hits ref on an 8 (at worst) and fort on a 9 (at worst). Best case for the PC's they're hitting some of these on a 4+. And red damage is in the high teens to low 20's on average which means 2 hits drops any of these named NPC's excepting Danica, and a critical or high damage roll can potentially drop them in 1 hit. It's making the combats a bit weedy; so far this has been offset by my house rule of 2 hits to kill a minion (you have to do something with minions if your party has an area caster), but long term I'm going to have to boost NPC defenses and hp.</p><p></p><p>I'll be the first to admit my party is pretty tuned (it's what they do) but @L2 there is only so much tuning you can do (they've only got 3 feats to play with, 4 including my free expertise). Is my party that out of whack with other parties? Are the fights seeming underpowered to other people?</p></blockquote><p></p>
[QUOTE="rangda, post: 6011074, member: 86125"] For this next part I'm going to nit pick a few things in the module, but before I do I want to say in the big picture these things are minor. This module has so far been one of the best put together modules I've ever run, and the party is having tons of fun going through it. So overall the experience so far has been great. Of course when most of it is so good the few things that aren't stick out even more. Some of it is definitely my house rules (inherent bonuses, at L2 the party has +1 attack/damage inherent; giving the expertise feat which I consider a feat tax for free) but NPC defenses and hit points feel very low. Almost all of the essentials classes get reds as damage adds to greens or basics and my party's damage gets higher than the module seems to expect. Here's my party @L2 using their damage add powers; [LIST] [*]Laci (knight) +10vAC 2d10+5 [*]Cyrus (Sentinel) +9vAC 2d12 + 12 with his double attack (assuming both hit) [*]Ford (Bladesinger) +12vAC 1d8+7+5+3 with Bladesong active [*]Carlie (Elementalist) +8vREF 1d12+1d10+1d6+11 (2 targets) or +7vFORT 2d10+11 (burst 1) [*]Savanna lead from the back warlord uses Direct the Strike on Carlie or Cyrus a lot [/LIST] Here's what they are fighting for “named” NPC's (I'm not as concerned with the unnamed NPC's, it's very easy to just add more of them). [LIST] [*]Blander 14/12/16/14 30hp [*]Dansica 14/12/14/17 66hp (this is the most reasonable although AC hurts) [*]Deorn 14/14/12/14 44hp [*]Captain Amba 16/12/14/12 37hp [/LIST] My party needs no higher than a 7 to hit any of them vAC and Carlie (the ony non-AC attacker) hits ref on an 8 (at worst) and fort on a 9 (at worst). Best case for the PC's they're hitting some of these on a 4+. And red damage is in the high teens to low 20's on average which means 2 hits drops any of these named NPC's excepting Danica, and a critical or high damage roll can potentially drop them in 1 hit. It's making the combats a bit weedy; so far this has been offset by my house rule of 2 hits to kill a minion (you have to do something with minions if your party has an area caster), but long term I'm going to have to boost NPC defenses and hp. I'll be the first to admit my party is pretty tuned (it's what they do) but @L2 there is only so much tuning you can do (they've only got 3 feats to play with, 4 including my free expertise). Is my party that out of whack with other parties? Are the fights seeming underpowered to other people? [/QUOTE]
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