Originally Posted by
5eNeedsDarksun
So the balance is basically the reason I made the OP. Whether or not a single character could get through this or not is in debate, but the fact that it's even plausible I think is an issue. As you say, much of what happens after level 7 is extremely unfinished, so the more concrete assessment in the thread has been for levels 5-6.
Now, I don't think the entire issue rests with the mod. By 6th level the Shepherd is casting a spell that many posters think is already overtuned, but doing it with roughly twice the efficiency of other casters (in the context of the mod where b/s/p resistance is common). It effectively allows the minions not just to tank, but to actually do significant damage, meaning the Druid can fall back and support with cantrips, and save leveled spells for things like Goodberry and Pass without Trace. The spell also lasts and hour and allows the character to trivialize some exploration and potentially escape (if needed) on mount(s) that have roughly double HP. So a good amount of the 'blame' if that's the right word, lies with the class/ subclass and spell. The other 4 characters I'm DMing (Oathbreaker, Battlemaster, Death Cleric, Arcane Trickster) likely wouldn't survive long alone if they actually attempted to complete the mod.
That said, the mod is often set on 'easy', though you are correct in that at times it can be very difficult if players aren't a bit smart or lucky (mostly thinking of the Baldur's Gate part here). Also the presence of Lulu buffs the group further. I'm thinking my group of 5 is really more like 7 party members if I count Lulu as 1 and my Shepherd as 2; so it's not surprising I need to roughly double the challenge to keep it interesting. And of course there's that magic item that I don't think has been discussed here, which while somewhat situational in the context of the mod, is a real boon if used at the right time.
The one question I would ask you is why do you think OotA doesn't work as written? Now it was the first thing I DMed in 5e, and maybe more crucially the first thing my players played, so they weren't good at optimizing. Unlike chapter 3 in Avernus, the travel portion of OotA was well supported with maps and a good selection of random encounters, etc.