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General Tabletop Discussion
*Dungeons & Dragons
Running Frog God’s Blight
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<blockquote data-quote="Chris633" data-source="post: 7559104" data-attributes="member: 6779018"><p>I wish I could get away with that for my group. I’ve run encounters at them from other modules and with unmodified stat blocks and they eat it up. They are good at optimizing their characters and strategy. It was getting to a point where I had to throw what in the book is a deadly encounter several levels above theirs in order to challenge them. So now, any combats from a module that I want to challenge them with I have to rewrite and important NPCs get legendary abilities (which I’ve expanded from what’s in the monster manual). I can’t tell you how many times I’ve written a combat and I worry that it’s too hard and I may TPK them only to have them steamroll it. I threw out those encounter/CR tables a long time ago. I do it by feel now. </p><p></p><p>As far as story goes, I need a starting point. I can enhance the crap out of an existing idea and tailor it to my group. Also take their backstories and weave them in. But it all falls apart if I’m starting with a blank page. That’s why I love books filled with fluff. The more fluff the better. It’s somewhat the same with combats. I like having an idea of what the module wants and then tricking it out to fit the kind of challenge my players need. It’s why I have been so disappointed with the official published content. The fluff is anemic and the combats uninspired in many cases. </p><p></p><p>The Levee is the first AP that I think I may actually end up running close to what’s written (combats enhanced of course). I love what they did with it so much. But no AP survives contact with a group. So I'll likely end up having to change things depending on what they do.</p></blockquote><p></p>
[QUOTE="Chris633, post: 7559104, member: 6779018"] I wish I could get away with that for my group. I’ve run encounters at them from other modules and with unmodified stat blocks and they eat it up. They are good at optimizing their characters and strategy. It was getting to a point where I had to throw what in the book is a deadly encounter several levels above theirs in order to challenge them. So now, any combats from a module that I want to challenge them with I have to rewrite and important NPCs get legendary abilities (which I’ve expanded from what’s in the monster manual). I can’t tell you how many times I’ve written a combat and I worry that it’s too hard and I may TPK them only to have them steamroll it. I threw out those encounter/CR tables a long time ago. I do it by feel now. As far as story goes, I need a starting point. I can enhance the crap out of an existing idea and tailor it to my group. Also take their backstories and weave them in. But it all falls apart if I’m starting with a blank page. That’s why I love books filled with fluff. The more fluff the better. It’s somewhat the same with combats. I like having an idea of what the module wants and then tricking it out to fit the kind of challenge my players need. It’s why I have been so disappointed with the official published content. The fluff is anemic and the combats uninspired in many cases. The Levee is the first AP that I think I may actually end up running close to what’s written (combats enhanced of course). I love what they did with it so much. But no AP survives contact with a group. So I'll likely end up having to change things depending on what they do. [/QUOTE]
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