So I'm going to start running my group through the adventures in the core book, GM Kit and Forgotten Gods but I'm a little bit worried about the final bosses of each part (the Daemonhost, Herald of Nurgle, and the Daemon Prince). My group has a few hundred exp from an intro session but their abilities and gear are basically baseline for character gen (though I gave them higher base stats because there are only 3 of them as of now).
Now the core book adventure says it is balanced for a group of new characters, and for the most part I agree with this, the investigations and combat encounters look quite doable if the PCs are smart about things (and don't botch their rolls horribly). Then I read the Daemonhost profile.
My biggest issues aren't its firepower (half of that will likely be directed at the Heretek and his minions) but his Toughness/Armor and the Fear rating. Fear 2 is pretty likely to screw up most PCs, -10 Willpower checks for starting characters are not guaranteed to not take multiple players out of the fight. The damage resistance is an even bigger concern, how is a starting group whose nastiest weapons are a longlas and a warhammer supposed to get through 14 points of DR, half of which can't be penetrated? I've been running the battle in my head and I can't see groups with common weapons and limited low level psyhic powers burning through 33 wounds with that much defense.
Now I like to challenge my PCs and I'm not afraid to off a few, this is suppose to be a deadly system after all. But I also don't like chucking them into unavoidable encounters that I can't see them winning (Dark Pursuits involves the Daemonhost getting loose, there is no way to prevent it short of re-writing parts) simply because the mechanics make it close to impossible for them.
The Herald and the Prince are even more worrying, as they have allies and the PCs may or not have assistance of their own, and don't have a third party taking shots at them. The Prince is a bit less of a problem, if the PCs realize they can kill the cult leader and break the skull to banish it. But the same issue applies, how to damage these things if I don't start handing out Bolters and Melta guns (I want to avoid giving them bigger toys until they have advanced further in the story)?
A lasgun (a perfectly respectable weapon for a starting character) does 13 damage on a 10, or 15(pen 2) on overload if you get a 10 on the roll (which also triggers RF, but Daemons all have From Beyond and will shake those off). On Suvfaeras that does a paltry 3 wounds and that sort of rolling is hardly a sure thing.
Now of course there is always the chance that the PCs have to flee from the Daemonhost and get back up, but that isn't really an option for the later two boss fights. Basically I don't want to throw my players into fights they don't have a prayer of avoiding and very little chance of winning.