
Rathendar |

Doing a Adventure Path or Module for optimized characters?
Also would y'all please tell me what Adventure Paths, Modules, and Society Scenarios y'all consider to have a high challenge rating?
I've heard some say your age of worms was particularly difficult!Thanks!
Age of Worms. considered the 'hardest' to date i believe.
Savage Tide i would put at 2nd place.
TruthRom |
Alright did some research. What would y'all say about these two from Dungeon?
The Styes and Maure Castle.
I've come to notice that a lot of all time favorite adventures are highly difficult! I think its because of the intensity of the challenge and a strong feeling of accomplishment when the team emerges victorious! Our DM gets a kick out of it whether we win or lose. His saying is "Along as somebody dies, I'm happy!"

F. Wesley Schneider Contributor |

....of the second adventure.
Ha!
Doing a Adventure Path or Module for optimized characters?
Hum. What would this entail for you? I mean, we certainly could increased all the challenge ratings of a whole AP's encounters by say 2 or 3. But that takes us away from the core rules' assumptions about how experience is gained, level progression, and encounter design, which leads to a whole host of behind the scenes problems.
I'm also wary of making anything harder just for difficulty's sake. A more killer AP means - well - more kills, and TPKs just aren't very fun (not to mention that from our perspective, if you have a TPK in adventure four you probably don't play adventure five, which means no one reads our incredible prose :P ).
Fortunately, though, you don't have to wait on us or get stuck amid our hang ups to do this. The Core Rulebook presents all the rules you need for adjusting encounters (not to mention more traps, poisons, class levels to add, yada yada), and even if you don't want to just add more of the same enemies an adventure presents to increase difficulty, you've going a shiny new Bestiary headed your way in just a few short weeks.
So yeah! No one messes with a killer GM. Go claim that title!

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I don't know about APs, but you could certainly throw in a few room-based traps and puzzle traps that require critical thinking skills.
Instead of boosting an encounter of 5 orcs in a room, equip them with crossbows and have them on a (difficult to reach) balcony.
When you increase the difficulty of an encounter though, it's kinda hard to strike a balance between challenging the party and "OMG the DM is out to kill us on purpose!".
Of course, you could always lie and say "That's how the adventure was written!".
Out of curiousity, how high is your party's level?

Disciple of Sakura |

I don't know about APs, but you could certainly throw in a few room-based traps and puzzle traps that require critical thinking skills.
Instead of boosting an encounter of 5 orcs in a room, equip them with crossbows and have them on a (difficult to reach) balcony.
When you increase the difficulty of an encounter though, it's kinda hard to strike a balance between challenging the party and "OMG the DM is out to kill us on purpose!".
Of course, you could always lie and say "That's how the adventure was written!".
Out of curiousity, how high is your party's level?
This reminds me of a really fun encounter I threw at my players once. A room divided by a, I believe, 15' wide chasm, falling at least 40' down. Enemy crossbowmen on a battlement with cover on the opposite side. One 5' wide bridge spanning the chasm, with a dwarf fighter blocking it. The party suffered serious damage until the barbarian ran and jumped clear over the chasm (these were low level characters, like 3rd level, so clearing that jump wasn't guaranteed by any means) and flanked the dwarf, beating him down pretty quickly. It was very much fun for a while, until the party started thinking a bit more tactically.

KaeYoss |

KaeYoss wrote:....of the second adventure.Ha!
Come on, we all know it's true.
I don't say you were doing it on purpose, but it was done.
To be fair, I do think it gets easier. Probably because once you survive Xan, you can survive everything ;-)
I'm also wary of making anything harder just for difficulty's sake.
Well, I'd be wary, too.
Plus, just take that "advanced" template and slap it onto every single enemy, that makes it more killer.
Or give the players more sucky character creation options.

KaeYoss |

KaeYoss wrote:...Or give the players more sucky character creation options.Yeah. Just have 'em all play one of the NPC classes. For example, surviving The Skinsaw Murders as a Commoner is SO much more rewarding. ;-D
It starts with not going with 30 point purchase for a change. Go and tell them they have 15 points to spend this time around.
Or, if you're one of those dice rollers, tell them it's 3d6, six times, no re-rolls.

Thurgon |

NSpicer wrote:KaeYoss wrote:...Or give the players more sucky character creation options.Yeah. Just have 'em all play one of the NPC classes. For example, surviving The Skinsaw Murders as a Commoner is SO much more rewarding. ;-DIt starts with not going with 30 point purchase for a change. Go and tell them they have 15 points to spend this time around.
Or, if you're one of those dice rollers, tell them it's 3d6, six times, no re-rolls.
Went with 15 point buy style for RotRL and the first three adventures were tough on them. Number 2 espically the final fight was a serious edge of the cliff fight that could have been a TPK but ended up with only one player dead and another in negatives. Three was a little easier but not a cakewalk by any stretch.

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For all our adventure paths, we assume something between average and somewhat optimized, so that the AP can work for a wider range of play styles. We generally try to skew key encounters to be tough but not impossible.
Of course... if by "optimized" you mean "a group of PCs built using EVERY WotC book as a resource" then we can't help you—we can't directly reference anything beyond the 3.5 SRD from WotC, and so building an AP that's tailored for hexblades and Book of Nine Swords and the Spell Compendium and all that is pretty much not possible.

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If you want to a tougher AP for your optimized party, you can always look at some of the fan created material on the AP specific boards. I know at least for Rise of the Runelords, one GM posted all the mods he made for the entire AP to make it more challenging because he had a party of 6 players running through it instead of 4. I would assume there is a similar thread or two for each of the other APs, though to be honest I haven't looked because I am not there yet progression wise :)
If that isn't hard enough, you can always tweak it even more, though honestly IMO at a certain point, you have to make the adventure harder specific to the power and abilities of your group, meaning countering some of their strengths. Since your optimized group could look like just about anything in this regard, I think it would be difficult for Paizo or anyone to deliver what you are asking as far as an AP meant for an optimized party.

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As mentioned by others, probably the easiest way to really challenge optimization enthusiasts is to limit their characters.
15 point buy or 3d6 in order would probably do it. Don't give out as many magical items, and limit their ability to purchase or craft magical items.
Or just run modules meant for characters 1-3 levels higher than they are, and shift the amount of experience required to level up as if they were 1-3 levels higher than they are.

A Man In Black RPG Superstar 2010 Top 32 |
F. Wesley Schneider wrote:So yeah! No one messes with a killer GM. Go claim that title!And most (with any sense) wouldn't continue to play in his campaigns after the 2nd or 3rd TPK.
It depends on the group. Some people don't mind a hard-but-fair game that is heavy on the tactical wargaming and and has character death tolls verging on Paranoia levels. I used to play in one, and it's really what turned me onto character optimization in roleplaying (I came from GURPS and Tri-Stat, where character optimization means the game just breaks into little pieces).
Of course... if by "optimized" you mean "a group of PCs built using EVERY WotC book as a resource" then we can't help you—we can't directly reference anything beyond the 3.5 SRD from WotC, and so building an AP that's tailored for hexblades and Book of Nine Swords and the Spell Compendium and all that is pretty much not possible.
Why not? It's not as though you've forgotten what those characters are capable of, simply adjust the expected damage output and assume people have backup tricks stacked on backup tricks. (And writing for a hexblade is easy; assume it's a 3.5 paladin who wastes every third turn casting a weak save-to-ignore with a low DC. ¬_¬)
I understand the many reasons you wouldn't do this, but it's not as though someone can't write a hellish adventure meant to challenge cleric/cleric/wizard/artificer using entirely OGL-compliant material. It's a niche for someone who isn't spending Paizo's money on production values or, well, paying people at all.

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I understand the many reasons you wouldn't do this, but it's not as though someone can't write a hellish adventure meant to challenge cleric/cleric/wizard/artificer using entirely OGL-compliant material. It's a niche for someone who isn't spending Paizo's money on production values or, well, paying people at all.
Well, that one time when Paizo adventure had an overkill boss the reaction was pretty much negative.
You know, as much as it is hard for some of the optimizer crowd folks to understand, the vast majority of the Pathfinder audience doesn't optimize nor spend time on CO/BG/Den forums looking forward to the Next Great Combo. And they don't give a flying damn about the relative power level of classes or whether feat A in combination with item B makes class C look silly. Such audience has no use for an adventure meant to be ran for optimized CoDzillas. And it's the gaming industry, so you either make stuff that sells or you can't afford the breakfast ;-)

A Man In Black RPG Superstar 2010 Top 32 |
A Man In Black wrote:
I understand the many reasons you wouldn't do this, but it's not as though someone can't write a hellish adventure meant to challenge cleric/cleric/wizard/artificer using entirely OGL-compliant material. It's a niche for someone who isn't spending Paizo's money on production values or, well, paying people at all.Well, that one time when Paizo adventure had an overkill boss the reaction was pretty much negative.
You know, as much as it is hard for some of the optimizer crowd folks to understand, the vast majority of the Pathfinder audience doesn't optimize nor spend time on CO/BG/Den forums looking forward to the Next Great Combo. And they don't give a flying damn about the relative power level of classes or whether feat A in combination with item B makes class C look silly. Such audience has no use for an adventure meant to be ran for optimized CoDzillas. And it's the gaming industry, so you either make stuff that sells or you can't afford the breakfast ;-)
You quoted my post, but you didn't actually respond to it. Near as I can tell, you're agreeing with me, only with some extra snobbery about the "optimizer crowd".
But you touch on an interesting point...
And they don't give a flying damn about the relative power level of classes
Classes diverge right around level 11. There's the game the casters are playing. In this game, the PCs have basically transcended mortal concerns up to and including death. They are flying, world-hopping superheroes. Their battles are either Batman-versus-Xanatos mental challenges where the best prepared has already won before the battle is even struck. Failing that, their confrontations are gunfights at high noon or samurai duels, where quickest and cleanest cut wins the day.
There's the game the melee is playing, where you're hitting people for a LOT of damage but the fights are still fistfights and a sheer wall is still a boundary on where you can go.
This isn't a matter of "optimized" versus "average players." It's not optimization to simply look at Cure Disease and Restoration and Raise Dead and Teleport and Scry and Stone Shape and dozens of other spells being on your spell lists. The most optimized melee character just isn't playing that game; barring Book of Nine Swords (which is a special case) you bring one problem-solving tool at that level and it's HILARIOUSLY HUGE DAMAGE. (And if you don't have that, congratulations, you're carrying things.) Casters can play the melee game simply by ignoring these spells, but it doesn't go the other way.
I've played both games, and they're both fun, but it begs the questions: Which game do you write adventures for after that level? And how do you communicate that to the players so the players of one game don't buy an adventure for the other?

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Of course, from a certain perspective, from lvl 11 it's the "world-breaking casters vs. bar-brawling fighters" issue. Except this issue was present in the game from the very first Gygax days. Casters get to cast wish, fighters get to smack stuff. One can argue that the 3ed took it even more to the extreme, but reality is, does the majority care ?
It seems that the majority of D&D gamers are fine with the discrepancy in power levels. They're OK with playing a, of all things, a Hexblade right next to scry-teleport-disintegrate Wizard. If they weren't, Paizo and WotC would be long time out of the business.

KaeYoss |

scry-teleport-disintegrate Wizard.
Those are pure nuclear power!!!
In that if one side uses them, the other side will use them as well.
Other than that, Pathfinder will never have fighters-that-aren't-really-fighters. If you don't want fighters-that-are-actually-fighters, don't play them. Or get 3rd-party stuff that panders to your preferences.

A Man In Black RPG Superstar 2010 Top 32 |
Of course, from a certain perspective, from lvl 11 it's the "world-breaking casters vs. bar-brawling fighters" issue. Except this issue was present in the game from the very first Gygax days. Casters get to cast wish, fighters get to smack stuff. One can argue that the 3ed took it even more to the extreme, but reality is, does the majority care ?
Go back and play AD&D, or especially 2e. (Never did play 1e.) Fighters can pretty much one- or two-round anything once they get going, wizards do everything else but fight, clerics and thieves wished they rolled a more interesting class.
Anyway. Most players are fine with the discrepancy, because when groups aren't, they restart at low levels or break up. The point is that as an adventure writer, you have two different audiences at these levels, each with very distinct expectations. What's more, they may not even know that there's a different way to play.
How do you design for the world-striders or the barroom-brawlers, and how do you communicate that an adventure is designed for one or the other?

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I always held that a good adventure has a story, setup, locales and ideas that can be tailored to whatever play style you prefer.
It's rather easy to scale Paizo adventures to target audience - heck, my RotRL group is made up of two "optimizers" and two "casuals", and I do my best to keep them all happy. It usually works. I'm not sure if I could achieve that in an adventure written in a delve format.

A Man In Black RPG Superstar 2010 Top 32 |
Gorbacz wrote:scry-teleport-disintegrate Wizard.Those are pure nuclear power!!!
In that if one side uses them, the other side will use them as well.
Well, that's the point. Even if scry and die gets nerfed or set aside, preparation just plain wins at that level.
Speaking of Paizo adventures, the last pre-made adventure I played that really caught that mood was something with a name like The Lich-Queen Must Die! or something like that from Dungeon, and even that resorted to impenetrable BS walls (admittedly, they were FLAVORFUL impenetrable BS walls and it was in Limbo).
I've also read (but not played) a 12-15th premade where the spine of the adventure was a sea voyage to carry a macguffin, complete with shipboard combat and the assumption that a kraken was going to threaten this party. (It was kind of cool as long as you looked at some of the undetailed stops as opportunities and not omissions.)
With PDFs not allowing the ability to flip through the adventure and see if it's right for your group, how do you deal with this disparity?
Other than that, Pathfinder will never have fighters-that-aren't-really-fighters. If you don't want fighters-that-are-actually-fighters, don't play them. Or get 3rd-party stuff that panders to your preferences.
Who are you talking to?

TruthRom |
TruthRom wrote:Doing a Adventure Path or Module for optimized characters?Hum. What would this entail for you? I mean, we certainly could increased all the challenge ratings of a whole AP's encounters by say 2 or 3. But that takes us away from the core rules' assumptions about how experience is gained, level progression, and encounter design, which leads to a whole host of behind the scenes problems.
I'm also wary of making anything harder just for difficulty's sake. A more killer AP means - well - more kills, and TPKs just aren't very fun (not to mention that from our perspective, if you have a TPK in adventure four you probably don't play adventure five, which means no one reads our incredible prose :P ).
Fortunately, though, you don't have to wait on us or get stuck amid our hang ups to do this. The Core Rulebook presents all the rules you need for adjusting encounters (not to mention more traps, poisons, class levels to add, yada yada), and even if you don't want to just add more of the same enemies an adventure presents to increase difficulty, you've going a shiny new Bestiary headed your way in just a few short weeks.
So yeah! No one messes with a killer GM. Go claim that title!
Something like this. Upping the challenge ratings may not hurt as long as its nothing over a CR 3 higher than the APL right? Pick particularly tough enemies, then optimize those enemies, feat selection, weapon selection, etc. Plan against the things that are considered optimal in a PC build, certain spells, feats, etc. Take into account terrain, climate, tough skill challenges, a few riddles, scenes built for witty role play, but most of all wrapped around a great story! Think of taking part in Tolkien's novels or Batman vs. Joker, the struggle of good vs. evil .
I recently read this on the paizo blog "And so these two high-level PCs snuck through the depths of the dancing hut filled with fear about breaking or even touching anything, avoiding every single encounter and trap through an uncharacteristic caution that, in the end, served them quite well. I’d intended them to finally reach Karzoug and have the final battle with the evil wizard after the PCs had depleted much of their resources dealing with the natives of Baba Yaga’s hut, and when they reached Karzoug with much of those resources untapped, I figured they deserved the advantage. Turns out, they needed that advantage anyway. Even in the 1st edition of the game, Karzoug was a menace." Now this is what I'm talking about!
I just looked at your issue of Dungeon #116. I knew I recognized that picture on the cover. What was that, #3 all time? A lot of the other adventures on the list were known for being difficult too, but that didn't detract from the fun. On the contrary I believe it added to it! On that note you could do it in honor of Gygax for Tomb of Horrors and the like. Bring old school and new school together with paizo style. Wouldn't that sell?
Not just for difficulty sake but the story requires the players to be at their best! Tell the consumers before hand that its a great story that is meant to be really challenging! Are they up for it? If its a good enough story I believe they'll finish regardless of difficulty. The groups who wish to can fudge some if need be. Isn't that what core says anyway?
Here's some reasons I'm willing to wait.
1. Y'all at Paizo have probably forgot more about D&D and its history of adventures than I know!
2. Y'all are professional adventure writers. An I believe y'all do have really good prose or I wouldn't ask.
3. My friends and I purchase your products for a reason! They help us save time and get better quality!
In defense of our DM, when he says "as long as somebody dies he's happy" he's mainly talking about the enemies, but if our characters happen to die, were mature about it. If we can't raise em, we have back ups ready and we move on like adults. You might lose Gandalf and Boromir( my favorite character in l.o.t.r.) on the way but at least it's in a memorable fashion!
I'm seriously lobbying for this even if its only a module! I'm willing to put my money where my mouth is! Do y'all need to see a list of potential buyers to get this started? Maybe you could start a thread asking fellow players what they think should be included in an adventure or module for optimized builds!

TruthRom |
I don't know about APs, but you could certainly throw in a few room-based traps and puzzle traps that require critical thinking skills.
Instead of boosting an encounter of 5 orcs in a room, equip them with crossbows and have them on a (difficult to reach) balcony.
When you increase the difficulty of an encounter though, it's kinda hard to strike a balance between challenging the party and "OMG the DM is out to kill us on purpose!".
Of course, you could always lie and say "That's how the adventure was written!".
Out of curiousity, how high is your party's level?
Thanks for the recommendations. I used a lot of what you mentioned in the past, it certainly helps!
We just started a new campaign with level 1 characters, after finishing Rappan Athuk Reloaded. Took out Orcus at his full power! We were level 16 and it was a grand battle! Went out today and picked up Crown of the Kobold King. Were going to run it this weekend without the party resting. With the story being about saving some children I think it really promotes that style of play! What party would rest when children could be getting tortured or killed?

TruthRom |
NSpicer wrote:KaeYoss wrote:...Or give the players more sucky character creation options.Yeah. Just have 'em all play one of the NPC classes. For example, surviving The Skinsaw Murders as a Commoner is SO much more rewarding. ;-DIt starts with not going with 30 point purchase for a change. Go and tell them they have 15 points to spend this time around.
Or, if you're one of those dice rollers, tell them it's 3d6, six times, no re-rolls.
Were going with a 20 point buy, nothing but pathfinder core. I'd be willing to try 15. The rest agree with Jared Ouimette's statement though!

TruthRom |
For all our adventure paths, we assume something between average and somewhat optimized, so that the AP can work for a wider range of play styles. We generally try to skew key encounters to be tough but not impossible.
Of course... if by "optimized" you mean "a group of PCs built using EVERY WotC book as a resource" then we can't help you—we can't directly reference anything beyond the 3.5 SRD from WotC, and so building an AP that's tailored for hexblades and Book of Nine Swords and the Spell Compendium and all that is pretty much not possible.
By optimized I mean Just Pathfinder Core. Either 4 optimized Druids or a Cleric, Druid, Paladin, and Wizard. One exception though. We play with the Item level limit in the Magic Item Compendium p. 226, as well as never going over Table 12–4: Character Wealth by Level recommendations! Even if we just fought a CR+5. We always limit treasure and items. Sorry everybody I forgot to mention at level 1 we just finished The Queen With Burning Eyes. Now were level 2 and starting Crown of the Kobold King as I posted earlier.
Thanks for the reply by the way!

Goblin Witchlord |

The earlier APs assumed the 3.5 experience progression, right?
If you're playing them in Pathfinder, perhaps you could try playing them on the medium or slow experience progression rather than the fast one. Since the party is levelling slower than expected, it seems like the first APs would be fairly easy, but then get progressively more challenging and meatgrindery.
I've only played/run in fast progression games in Pathfinder, to maintain compatibility with 3e modules and products. Having done that, I think the medium progression is the way to go. Since you gain powers at every level, it gives you more time to explore each level of power, and it gives the DM more room to improvise and add homebrew encounters without levelling the party too quickly.
Our group, for the most part, has maintained the early assumption that the focus of the game should change significantly around "name level" at 10th, and most of the game should be played at low to mid-levels. We've very rarely played above 10th level.
I think "Legacy of Fire" had a bunch of that high-magic stuff, with wish spells flying everywhere in the later adventures, if you want that.

KaeYoss |

Were going with a 20 point buy, nothing but pathfinder core. I'd be willing to try 15. The rest agree with Jared Ouimette's statement though!
Well, If you're a bunch of bad-asses, adventures will be easy.
Or, if you don't want them to be easy, make everyone a bad-ass.
But if everyone's a bad-ass, no one really is.
So you want challenging encounters, and don't want to do it via killer tactics (that's always a choice - though it only goes so far). There are two ways: Make enemies stronger (which means the GM will have to adjust every single enemy) or make protagonists weaker (which carries no extra work load).
The way I see it: If you want challenging encounters with powerful characters, you need to bribe the GM. :P

kyrt-ryder |
TruthRom wrote:
Were going with a 20 point buy, nothing but pathfinder core. I'd be willing to try 15. The rest agree with Jared Ouimette's statement though!Well, If you're a bunch of bad-asses, adventures will be easy.
Or, if you don't want them to be easy, make everyone a bad-ass.
But if everyone's a bad-ass, no one really is.
So you want challenging encounters, and don't want to do it via killer tactics (that's always a choice - though it only goes so far). There are two ways: Make enemies stronger (which means the GM will have to adjust every single enemy) or make protagonists weaker (which carries no extra work load).
The way I see it: If you want challenging encounters with powerful characters, you need to bribe the GM. :P
Lol, I enjoy making the enemies stronger. Infact, that's something that I always do. Pick an array of stats like, say, 18, 16, 14, 12, 10, 8, and apply to to every monster and npc I use. With a published adventure it would be a little harder because I'm sure their npc's already have the elite array (or I could just do so anyway *evilgrin*) but when you set an array like that, all you have to do is just apply the modifier over 10 to the score.
Example if something primarily needs strength, their strength goes up by 8, their strength bonus goes up by 4. Bam, that stat's done.

Evil Lincoln |

Higher ability scores increase in GM paperwork. That leads to less gaming.
My players have come to appreciate the default array. I can always just pick up the encounters out of the book and there's a good challenge.
Super high ability scores can only result in two outcomes: a boring, easy game; or a GM who has to constantly buff monsters and throw CR to the wind. None for me, thanks.

TruthRom |
TruthRom wrote:
Were going with a 20 point buy, nothing but pathfinder core. I'd be willing to try 15. The rest agree with Jared Ouimette's statement though!Well, If you're a bunch of bad-asses, adventures will be easy.
Or, if you don't want them to be easy, make everyone a bad-ass.
But if everyone's a bad-ass, no one really is.
So you want challenging encounters, and don't want to do it via killer tactics (that's always a choice - though it only goes so far). There are two ways: Make enemies stronger (which means the GM will have to adjust every single enemy) or make protagonists weaker (which carries no extra work load).
The way I see it: If you want challenging encounters with powerful characters, you need to bribe the GM. :P
A 15 gives me a 16 on my main ability score, and a 14 on one other. To me it's no problem! The other guys though they want to stay at 20(which for my build is just another 14). We usually max enemy hit points, and optimize their weapons, armor, feats, and skills. They almost always go for the kill. Hell even goblins use killer tactics in our game. Most battles are CR 3 to 5 higher than our APL! We use the item limit level in Magic Item Compendium, and limit our treasure to tone down our character's. Also were only allowing the Pathfinder core books.
This brings me to another point. I started playing mainly with 3rd edition(just a tad of 2nd). Every guy I've played with that started with 1st edition says difficulty is just part of D&D its always been like that. They said that the people crying about it being too hard came later. These were the guys who showed me the ropes, taught me how to play well!
If you ask me CR in 3rd(can't speak of earlier though) and on has never been exact. That doesn't bother me though I just like old school toughness! I just like it better though with a good story and witty role play! I believe Paizo seems to do it best overall! That's why I'd love to see what they can cook up(instead of what we always do) for a new school Tomb of Horror's style like A.P. or Module.
Here's a question for those who have played since 1st edition. Do you agree with the sentiments above?

KaeYoss |

With a published adventure it would be a little harder because I'm sure their npc's already have the elite array (or I could just do so anyway *evilgrin*) but when you set an array like that, all you have to do is just apply the modifier over 10 to the score.
NPCs are created using 25 point buy (and later 20 point purchase, I think), with some exceptional individuals (like end bosses) getting the "PC treatment", i.e. better stats and PC wealth.
Example if something primarily needs strength, their strength goes up by 8, their strength bonus goes up by 4. Bam, that stat's done.
The new "easy templates" (or what they're called) work that way: They have detailed/from-scratch adjustments and also quick-and-dirty changes.
It might say: "Detailed: improve all ability scores by 4; fast: increase all numerical values by 2"

KaeYoss |

Oh, one thing I guess can help is reduce all CRs by 1 (or even more), and to compensate for the treasure inflation, use more monsters that don't have treasure, or tie up more treasure in perishables and let the enemy use those up. Or give them a lot of items you know they'll destroy (let everyone fighting the honourable party have unholy weapons so the group paladin will have his hands full destroying them }>)

TruthRom |
Oh, one thing I guess can help is reduce all CRs by 1 (or even more), and to compensate for the treasure inflation, use more monsters that don't have treasure, or tie up more treasure in perishables and let the enemy use those up. Or give them a lot of items you know they'll destroy (let everyone fighting the honourable party have unholy weapons so the group paladin will have his hands full destroying them }>)
Thanks for the recommendations. We actually have run with these sometimes.
Anybody else want an edge of your seat adventure?
Paizo! Holla at me! Spilled my heart in that post up there!