
TheFoxGod |
Halfway through book 1 and only at level 2 seems a little low. be sure to check the passage at the front of the book that tells you when the party should be levelling.
They ignored every roadblock in their way while simultaneous nailing every required disable device and/or strength check, thus allowing them to skip all of the C sections of the book. There's an NPC coming up that I can use to encourage them to turn back, but they seem to get tunnel vision as a party. I'll do my best to dissuade them, but I want them to have agency, and I've let them know I won't fudge rolls and I won't stop a TPK if that's the way things go. So if they insist on plowing through, then that's where we'll end up, and I guess we'll find another AP.
The solution to this is not to increase the power of the individual creatures it is to add more opponents. This can get out of control and end with the game slowing to a crawl. But if done sparingly it should fix the problem. Assuming there are no other combat capable followers in the party you may only need to add a few extra creatures to the encounters. Maybe having the party’s opponents use some summoning spells may be all that is needed. Again, be very careful of this so things don’t get out of hand.
Seems like the suggestion is to treat the party as APL +1 and bump encounters accordingly with some extra baddies? That's the route I was kinda leaning already. The whole reason I started the thread was out of concern that APL +1 was too much of a swing, but it sounds like it's in line with people's thoughts.