carborundum
Adventurer
I'm running the Sea Wyvern's Wake (Savage Tide) starting next week. It's a three month long sea voyage, so the players start most encounters on full hitpoints and spells. The module is for 4 x 'normal' 5th level characters. I have 5 x 6th level characters with Eberron-style Action Points, the Spell & Magic Item Compendiums and a few Complete feats & options.
The encounters as written are between EL 6 and 8. For my players I'm thinking 8 to 10 is more reasonable. SO far I'm digging out spells from the Spell Compendium, one-shot versions of items from MIC and a few extra feats here and there. I'm also giving the opponents max hit points and arbitrary +1s and +2s to their BAB and saves. Prep time is a factor due to overtime at work and a girlfriend who insists on regular conversations (the humanity!) so I can't rewrite the thing like in the old days.
Are there any other easy options to tweak the module without seriously influencing the CRs of the opponents and giving out too much xp? This group is used to straight xp based on CR with small RP extras, and don't want to shift to levelling when I feel like it. Fair enough, I'm new in their group/ hometown/ country etc.
The encounters as written are between EL 6 and 8. For my players I'm thinking 8 to 10 is more reasonable. SO far I'm digging out spells from the Spell Compendium, one-shot versions of items from MIC and a few extra feats here and there. I'm also giving the opponents max hit points and arbitrary +1s and +2s to their BAB and saves. Prep time is a factor due to overtime at work and a girlfriend who insists on regular conversations (the humanity!) so I can't rewrite the thing like in the old days.
Are there any other easy options to tweak the module without seriously influencing the CRs of the opponents and giving out too much xp? This group is used to straight xp based on CR with small RP extras, and don't want to shift to levelling when I feel like it. Fair enough, I'm new in their group/ hometown/ country etc.