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TxSam88 wrote:
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.

Mysterious Stranger wrote:

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.


Melkiador wrote:
Also, what level are you at? In my experience, the early level AP books are fairly easy on average, but they get much more lethal around level 12

Only at Level 2. We are about halfway through book 1. No one has displayed signs of boredom, but after the most recent encounter one person commented that the party hasn't even come close to a death, and that's partially on me for half-jokingly selling that there was gonna be a lot of PC death. I haven't even knocked anyone down outside of the opening encounter when everyone is meant to die.


Hi All,

Thanks for the responses. This is for Strange Aeons, and I was led to believe it is traditionally a challenging AP. It's not that the Summoner/Eidolon are absolutely wrecking everything on their own. The party overall just seems to be coasting, and my action economy feels underwhelming. If anything I'm trying to balance the AP to make sure the PC's don't get bored, but I don't want to accidentally go the other way and overcompensate because of the Eidolon.


Howdy all. I've a 5 player party, one of which is a summoner. They've been absolutely mashing the AP encounters, so I'm trying to bump up the challenge. I'm wondering if anyone has any suggestions on how much to factor in the Eidolon in regards to CR rating for the encounters. The book suggests for a 6 player party to consider the APL as +1. I'm curious if anyone has tried that and what results they have seen. This is for PF1E, BTDubs.