Or getting ambushed by two elder fire elementals in the first part of the game. That's the strongest -if memory serves- kind of fire elemental and a CR 11 monster. There is a time and place for these, and level 3 is not it.
I am a little bit more lenient towards the uber will o wisp. It's a monster you'll only encounter if you want to and its lethality is implied by all the dead bodies on the ground, including one that strongly clues you on his damage type. That being said, that monster is an absolute nightmare. I don't mind the scare ability, but I do very much mind the Shield spell. I have yet to confront it with my higher level party, but due to the monster's natural immunity to magic, I'm not even sure I can Dispel Magic the damn Shield spell, which protects him to pretty much the only low level spell that can hurt it.
Also, OP : While 36 is insane, normal will o wisps at CR6 have 29 dexterity as befitting of air aberrations so while it is definitely a stretch, it is not that insane of a leap.
Ps: What I am quite mad about, though, is the decrease in XP. There is nothing more humiliating than scraping by an encounter only to be awarded 18xp per monster. I have huge pool of radiance deja vu on that.
PPs: Dessembrae: I believe you may be able to change the difficulty in game, mimicking your +20%. Normal enemies early game, +2 mid-game, and higher late game. That being said, all classes and all party members are not equal on the early game power so your choices deciding your starting party members can make a world of difference and even force you on certain pragmatic choices early game.
You'll tell me I have no idea on how to play bards, and I'll agree and if you have pointers on that I'm definitely listening, but Linzi is more of a drain on your early resources than a boon, especially compared to Jaethal. Jaethal, while being finicky to heal, is pretty much immune to dying so you can just send her on an interception course against those damn bandit brawlers (I hate dwarven ones even more due to their bonus to will) while you pelt them from behind your line with arrows or magic missiles if you really don't want to miss, after the combat you can just bring her back up, no need to worry about raise dead spells. Likewise, not having a cleric early game hurts, but Valerie is a great interceptor and will prevent your lines for collapsing way more than Harrim ever will. Buying good heavy armor early can be a bit of a challenge, but with that and defensive fighting, she will hold the enemies' attention for a while, buying you some precious turns. Unlike in a PnP game, enemies do stay stuck multiple turns on your big high AC frontliner, even though there are lines of code for them to rush your backline under some circumstances.
I'll probably need to spend more time in the difficulty settings, there are probably some important modifiers there.
Post edited September 29, 2018 by AlbericStrein