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General Tabletop Discussion
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Savage Tide and Difficulty Level
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<blockquote data-quote="Retreater" data-source="post: 3136601" data-attributes="member: 42040"><p>I was wondering if anyone has started the Savage Tide Adventure Path yet? If so, I was wondering if you could comment about the difficulty level of the adventures thus far. </p><p></p><p>You see, it seems lately that most official modules have become too difficult for my group, no matter what the party configuration. Articles by Wolfgang Baur on the WotC website state that groups should be able to handle encounters 1-2 ELs above the average party level without breaking a sweat and that boss encounters should be 3-4 ELs above the average party level. My group (of 5-6 players) regularly struggles with ELs 1-2 above their levels, and I'm sure one of the boss encounters would result in a TPK.</p><p></p><p>We had to abandon the Shackled City Adventure Path at the beginning of the 4th module in the hardcover - the whole thing seemed impossibly challenging. In fact, the group ran away from the 2nd module (Drakthar's Way) because it was techinically impossible for them to beat it (and even survive). </p><p></p><p>I don't want to start and stop yet another campaign, so I'd really love to hear your opinions about STAP.</p><p></p><p></p><p></p><p>A side note. My group has been sticking with the core rules mostly for character creation - meaning nothing from splat books. This is partially due to monetary issues (half of us are college students while the other half are married folks with limited budgets for gaming books), but probably the biggest issue is not wanting to carry a dozen or so hardcovers to each gaming session. </p><p></p><p>Are we having a problem because we're behind the times? Are our parties of rogue/cleric/fighter/wizard underpowered compared to teams of gensai, warforged, warlocks, dusk blades, etc.?</p></blockquote><p></p>
[QUOTE="Retreater, post: 3136601, member: 42040"] I was wondering if anyone has started the Savage Tide Adventure Path yet? If so, I was wondering if you could comment about the difficulty level of the adventures thus far. You see, it seems lately that most official modules have become too difficult for my group, no matter what the party configuration. Articles by Wolfgang Baur on the WotC website state that groups should be able to handle encounters 1-2 ELs above the average party level without breaking a sweat and that boss encounters should be 3-4 ELs above the average party level. My group (of 5-6 players) regularly struggles with ELs 1-2 above their levels, and I'm sure one of the boss encounters would result in a TPK. We had to abandon the Shackled City Adventure Path at the beginning of the 4th module in the hardcover - the whole thing seemed impossibly challenging. In fact, the group ran away from the 2nd module (Drakthar's Way) because it was techinically impossible for them to beat it (and even survive). I don't want to start and stop yet another campaign, so I'd really love to hear your opinions about STAP. A side note. My group has been sticking with the core rules mostly for character creation - meaning nothing from splat books. This is partially due to monetary issues (half of us are college students while the other half are married folks with limited budgets for gaming books), but probably the biggest issue is not wanting to carry a dozen or so hardcovers to each gaming session. Are we having a problem because we're behind the times? Are our parties of rogue/cleric/fighter/wizard underpowered compared to teams of gensai, warforged, warlocks, dusk blades, etc.? [/QUOTE]
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