Hussar said:Retreater, a few questions if I may.
Do you as DM roll your rolls in the open? That probably accounts for most of my lethality, a total reluctance to fudge in favor or against the players.
Would you characterize your players as capable tacticians? This is really going to play into things. As was mentioned, if your players are very high rp sorts who think that taking power attack is for munchkins, then the AP's are going to chew them up and spit them out. Wow, that came out condescending. That's totally not what I meant. I mean that if the players are more concerned with an immersive experience rather than a more strategic approach, then they are likely going to have problems. I noticed this in the group I played in with Shackled City. Half the group was far more into high rp mode while the other half was into the hack.
I honestly don't believe that adding splatbooks makes for much of a power difference. Think about it this way, whenever people talk about the three most powerful classes, core classes tend to come up far more than anything else.
I roll my dice in the open. I try not to fudge very much at all. However, if I can tell that my group is having a lot of difficulty with an opponent, I may drop his hp a little bit. Or if I notice if no one in the party has a cold iron weapon, I may drop a monsters DR from 10/cold iron to 5/cold iron. [Running SCAP has taught me that all modules need a bit of adjusting for my group.]
I've learned not to fudge die rolls after running playtest sessions and tournaments at my FLGS.
Most of the group has their characters as tooled out and as effective as permitted by the core rules. I regularly check their gear to make sure they have at least the average character wealth. I give bonus XP for roleplaying and run "easier" side quests to try to get them even one level above the suggested level for SCAP, and it still seems to do no good.
However, to me, it seems like a possible bad design issue. For example, don't put a vampire against a third level party that can't reasonably own a magical silvered weapon, with an AC so high that a 3rd level fighter with an 18 strength has to roll an 18 to hit, with fast healing, and the ability to escape at any point and regenerate any damage, and the ability to level drain. Or another example ... a red dragon with an 8d10 breath weapon against 5th level characters.
I mean, I don't know if we're playing the game incorrectly, but this kind of stuff is just not survivable. It seems that with the SCAP just about every battle was a fight against impossible odds.
My players are decent tacticians. They may not have the rogue flanking and dealing sneak attack in every combat, and sometimes they don't work well together. But what can you do about that? TPK the group every session until they begin to learn from their mistakes? More than likely, I'd find myself without a group to DM for. Write my own modules? Nope, it takes way too long these days, and job and wife take up most of my time.
Another player and I take turns DMing. It doesn't matter who is running the game. Our parties just seem too weak to really accomplish anything worthwhile.