Cpt_kirstov
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concerro wrote:
How difficult are the current adventure paths in comparison to SC and AoW? I plan to start running adventures as soon as I get free time, but I don't know if I will have time to write my own. I need something hard, because my group destroys normal encounters.
It depends on what type of player you have and which adventure path you are using. Second Darkness and Rise of the Runelords were both fairly deadly from what I've read, But Curse of the Crimson Throne introduced some new rules that might throw players for a loop (and is pretty heavy roleplay in some parts). I'll highlight some of the specifics for SD and RotRL below:
Rise of the Runelords
Spoiler:
is more loosely connected than the other paths, making it easier to drop longer side quests into, but a little harder to get PCs where you want (sometimes). Part 2 has a fight which has produced the most TPKs I've seen in an AP. Part 2 also has a fight that 'hack and slash' PC will find hard, but roleplay PCs can find a few ways around without any battle whatsoever
Curse of the Crimson Throne:
Spoiler:
Very good hooks to get people roleplaying and a very well connected story. This is a little easier than the other two I think (at least from reading the obituaries threads). Many of the final bosses are easily scaled up or down though. There are a couple 'cutscenes' in which the PCs can't really act, and the rules are bent in favor of clues and story (a high level ranger dies in one blow from the main antagonist in one of them)
Second Darkness
Spoiler:
Starts in a pirate town, where depending on the characters, roleplay could get them into some dangerous fights off-script, it is also Drow heavy in the later installments so if your players aren't into Drow...