Dragonkingofth
2018-07-24, 04:10 AM
Had a D&D game today, I DM secrets of sokol keep the group was 8 low level players, most level 1 or two.
The issue is that the investigation to get to the keep chewed up most of our time, so by the time we got to the fighting part of the module, we were running out of it.
The keep fighting part has three elements, two animate armors, maybe two ghouls and then a fight with two zombies, two skeletons and then the ghouls, in roughly that order.
The problem came when I ran that first fight. I knew two armors would be steam rollered by an 8 strong party of PC's, so I bumped it out six and it worked out about as well as I thought: the party chewed through them with no losses, some hit points down and the need to expend some spell slots so to heal up, hell they could have taken a short rest since the zombies were not going to go anywhere so all was fair. . .but it took an hour with 8 people making attack rolls, and six armors doing it in return. That was the only fight we did and so the black fists ended up trapped by the armors which patrolled around.
So what should the solution have been to both give a challenge, and make it fast. More enemy's means, it takes longer for the DM's turn and longer of players to ID and pick a target, but bigger enemy's tend to hit harder, and an ogre can in theory one shot a level one fighter just by rolling a six or higher on it's damage, so a low level party can lose members rapidly, and start losing faster be overwhelmed.
The other option of course is just ignore it: run only the boss fight and glamor it up, everything is either no challenge or boss fight. In the case of the keep pile on the undead, make it a proper scrap and, ignore the armors. . . but that sits wrong with me on some level, and the need to manage resources is a challenge all to it self that gets ignored if I did that.
So what is the option to both challenge a low level big party in a time efficient way?
The issue is that the investigation to get to the keep chewed up most of our time, so by the time we got to the fighting part of the module, we were running out of it.
The keep fighting part has three elements, two animate armors, maybe two ghouls and then a fight with two zombies, two skeletons and then the ghouls, in roughly that order.
The problem came when I ran that first fight. I knew two armors would be steam rollered by an 8 strong party of PC's, so I bumped it out six and it worked out about as well as I thought: the party chewed through them with no losses, some hit points down and the need to expend some spell slots so to heal up, hell they could have taken a short rest since the zombies were not going to go anywhere so all was fair. . .but it took an hour with 8 people making attack rolls, and six armors doing it in return. That was the only fight we did and so the black fists ended up trapped by the armors which patrolled around.
So what should the solution have been to both give a challenge, and make it fast. More enemy's means, it takes longer for the DM's turn and longer of players to ID and pick a target, but bigger enemy's tend to hit harder, and an ogre can in theory one shot a level one fighter just by rolling a six or higher on it's damage, so a low level party can lose members rapidly, and start losing faster be overwhelmed.
The other option of course is just ignore it: run only the boss fight and glamor it up, everything is either no challenge or boss fight. In the case of the keep pile on the undead, make it a proper scrap and, ignore the armors. . . but that sits wrong with me on some level, and the need to manage resources is a challenge all to it self that gets ignored if I did that.
So what is the option to both challenge a low level big party in a time efficient way?