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Scaling Keep on the Shadowfell (spoilers)
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<blockquote data-quote="FitzTheRuke" data-source="post: 4234197" data-attributes="member: 59816"><p>well, if the guy's used to running for 10+ players, he either knows how to keep things moving, or is used to it being slow. I expect a bit of both. I agree that it would be BETTER to toughen up some of them rather than doubling it all, but what I meant was the EASIEST way was to double 'em. It's like running two parties through it at the same time. I wouldn't call it the system that gets "clunky" with too many guys so much as it requires certain skills as a DM to field that many monsters. It's generally better to avoid, but not really impossible.</p><p></p><p>However, it's also true that it's not terribly difficult to scale 'em a bit. Make a few elites (give 'em +1 to everything, double their HP & XP and give 'em an action point ought to do it.)</p><p></p><p>I've run 18 sessions of 4E now including all the demos, and I've made over 25 original monsters. (which reminds me I should look back at 'em and update them for what I know now...) </p><p></p><p>As far as Echoes' question on other trouble spots:</p><p></p><p>The Kobold Lair encounter is pretty huge, especially at level one, but it comes with it's own solution (for the most part) in that it has half the monsters wait three rounds before joining the fray. Seeing as most of the first group are minions, the party should be very close to done mopping them up before taking on the next "wave". It's still a tough fight for sure, but this is another way to tone down a tough encounter. </p><p></p><p>You could use this for Kalarel. Instead of being ready to fight the party when they come down the chains, he could still be three rounds away from even being able to stop what he's up to to fight back. Just have him defend himself for a few rounds, chanting while the party fights the skeletons and wight. The Thing won't even be there until he's done. Obviously he still doesn't complete the WHOLE ritual by the time he gives up to fight the party, but he gets to a point he can stop to try to take care of the invaders.</p><p></p><p>Fitz</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 4234197, member: 59816"] well, if the guy's used to running for 10+ players, he either knows how to keep things moving, or is used to it being slow. I expect a bit of both. I agree that it would be BETTER to toughen up some of them rather than doubling it all, but what I meant was the EASIEST way was to double 'em. It's like running two parties through it at the same time. I wouldn't call it the system that gets "clunky" with too many guys so much as it requires certain skills as a DM to field that many monsters. It's generally better to avoid, but not really impossible. However, it's also true that it's not terribly difficult to scale 'em a bit. Make a few elites (give 'em +1 to everything, double their HP & XP and give 'em an action point ought to do it.) I've run 18 sessions of 4E now including all the demos, and I've made over 25 original monsters. (which reminds me I should look back at 'em and update them for what I know now...) As far as Echoes' question on other trouble spots: The Kobold Lair encounter is pretty huge, especially at level one, but it comes with it's own solution (for the most part) in that it has half the monsters wait three rounds before joining the fray. Seeing as most of the first group are minions, the party should be very close to done mopping them up before taking on the next "wave". It's still a tough fight for sure, but this is another way to tone down a tough encounter. You could use this for Kalarel. Instead of being ready to fight the party when they come down the chains, he could still be three rounds away from even being able to stop what he's up to to fight back. Just have him defend himself for a few rounds, chanting while the party fights the skeletons and wight. The Thing won't even be there until he's done. Obviously he still doesn't complete the WHOLE ritual by the time he gives up to fight the party, but he gets to a point he can stop to try to take care of the invaders. Fitz [/QUOTE]
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