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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Flexor the Mighty!" data-source="post: 7180696" data-attributes="member: 1013"><p>I get what your are saying, and honestly I'm thinking at this point of just pretty much hand waving most everything but the set piece battles. "sure the underdark is horrible and currently more demon infested but you make the 3 week trip and are at your destination..." Kind of unsatisfying to me. Going by the setup of that AP though I wonder what they thought was fun about the traveling sections? Check twice for encounters that are totally trivial, save for one chart where you can randomly encounter a demon lord. </p><p></p><p>Maybe actual play will change my impressions as they move up in levels higher but ultimately I just get the idea that there are two kinds of encounters at this point, meaningless and probably TPK. Even fights where the monster has an attack that can kill a PC it so trivial to hit them with a couple spells that have them on their feet and right as rain barring disintegration. Unless they can kill a bunch at one time and those are the TPK probable fights. My players who use the environment to their advantage and clever use of resources are just steamrolling this will little drama. For those who have a gamiest approach where they want a game to challenge them more its getting boring. The idea that things are balanced over a 6-8 encounters per rest isn't working out very well right now though part of that is admittedly the setup of this AP.</p><p></p><p>I can re-write a lot more of it but that is what I'm hoping to avoid with this kind of module.</p></blockquote><p></p>
[QUOTE="Flexor the Mighty!, post: 7180696, member: 1013"] I get what your are saying, and honestly I'm thinking at this point of just pretty much hand waving most everything but the set piece battles. "sure the underdark is horrible and currently more demon infested but you make the 3 week trip and are at your destination..." Kind of unsatisfying to me. Going by the setup of that AP though I wonder what they thought was fun about the traveling sections? Check twice for encounters that are totally trivial, save for one chart where you can randomly encounter a demon lord. Maybe actual play will change my impressions as they move up in levels higher but ultimately I just get the idea that there are two kinds of encounters at this point, meaningless and probably TPK. Even fights where the monster has an attack that can kill a PC it so trivial to hit them with a couple spells that have them on their feet and right as rain barring disintegration. Unless they can kill a bunch at one time and those are the TPK probable fights. My players who use the environment to their advantage and clever use of resources are just steamrolling this will little drama. For those who have a gamiest approach where they want a game to challenge them more its getting boring. The idea that things are balanced over a 6-8 encounters per rest isn't working out very well right now though part of that is admittedly the setup of this AP. I can re-write a lot more of it but that is what I'm hoping to avoid with this kind of module. [/QUOTE]
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