snappa wrote:
The Adventure Paths are definitely not cakewalks. Compared to some of the WOTC official modules, they're downright evil. I like that, and my players prefer tough adventures where they are really challenged.
That said, if your players aren't long time veteran players who know how to optimize their characters and use solid tactics, there is a really good chance of player deaths. I haven't started to run Savage Tide yet, but I'm going to have 7 players in my game when I do. I plan to adjust the encounters upwards in EL a bit, but not as much as I would, were these typical adventures.
Our group is composed 100% of grizzled veterans ;) Most of us starting playing in the late 70' in Elementary School, the rest started in the mid 80's.
I prefer more mid level challenges. One problem with Shackled City is we do 1 encounter, rope trick, 1 encounter, rope trick, and so on. The 4 encounters per day is blown out of the water, as we use up so many resources in 1 fight, we rarely even have 2 encounters before resting again. Then, there is nothing in the way of cannon fodder, just BBEG after BBEG. They beat us from 1 end of the dungeon to the other, making us thier b!~~*. We never have a chance to triumph and feel like we were heroes, just gimps along for the ride.
And poor rogues and swashbucklers (hell, any melee class not using a 2 handed weapon!) The amount of stuff we fight that has DR we cannot penetrate, ugh. All those DR 15 undead/construct monsters made any 1 handed weapon useless. Going multiple encounters in a row without being able to contribute even 1 point of damage is not much fun. After experiencing this issue in a huge way in Shackled City, not a single person in our new group has a 1 handed weapon - anyone using weapons has a greatsword, greataxe, etc.
JT