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Switch to Forum Live View We miss the first packet - Where did the "d&d feel" go?
8 months ago  ::  Nov 20, 2012 - 9:54PM #21
Andrekan
Date Joined: Feb 16, 2008
Posts: 217
Actually after Third Game Session with the Latest Playtest, I am begining to feel a lot better about our Game.  This of course is coming from building a Location Based Adventure from scratch.  Over all goal minor goals to be discovered by adventurers in various situations and developements.  Once the party does X then folk in the vale act this way or concern themselves with that.  Hooks into major quest where the Adventurers find something that will continue to unlock secrets about the area and surrounding points of interest.  

Game Session One:  Rolling and Creating Characters Meeting of Characters in a Road Side Inn

Game Session Two:  Upon the Road and into the Vale with small Port City filled with intrigues and growing concerns about what has been happening in area.  Begin Dealing with Local Noble's Problem with in the City.
Made Level 2 after couple of wandering monsters and two tough encounters.  Noticed Encounters as set were fairly easy for Players even the Tough ones though an Ogre who could have been friendly was attacked.  The Ogre dropped the attacker into negative HP.  Ogre was slain in about 2 and half rounds and Cleric healed Dying Player.

Game Session Three:  Noble's Problem deals with Shapeshifters and Exotic Beast Collection.  City Guard investigation and City Council decideds the Adventurers might be able to help with other troubles in there area.  The Adventurers have established themselves in the community.  Almost made Level 3.
This is where I forgot to adjust for Players who couldn't make it and though the ecounters were deadly and full of skills, still it was successful and fun to the party who got put on the ropes.

The Game was free flowing, though when making characters they were a bit slow and adjusting to their maneuvers and skill in first and second session.  Each Character has developed with the Backgrounds and Class Features smoothly.

Sometimes they used some Maneuvers sometimes they didn't call it out by name but applied to damage.  There were alot of saves vs Dopplegangers in certain places which eventually lead to the discovery of the clutch growing in the city.  Once the game started going we were just playing D&D.  

I stumbled over What to call some of their skills using a name for it from the 2nd edition name through 4e's name.  We all knew what Ability to use.  Very smooth, couple of bad rolls put them into some near death (and resulted in capture) but that was good because the Monsters rolled bad also.

I did not use any premade or remade adventure this time because I wanted to test the encounter building.  Found myself using the upper end of the scale for tough encounter.  

Actually made a couple encounters for two extra players that could not make it During 3rd Session and was half way through the game before I realised but 3 Players handled the situations.  One Player, actually took care of a encounter and half of another alone.  Maybe a bit dangerous near the end but the actual final encounter of the night was only an average encounter mixed with skill checks for escaping and delaying the enemy.

One player came close to death but had also got separated from group when the other two got captured by Noble/Doppleganger and his Guard which were not all Dopplegangers.  The Character who used skills to sneak around compound and infiltrate the interigation chamber is nearly 3rd Level now.  This Elf Fighter was discovered by 4 Guards (2 were Dopplegangers the other two guards [War Chief stat] didn't know there old friends in the guard were Shapeshifters) who were ordered to capture the intruder.  The Player barely made it out of that encounter and this included the 3 encounters before with his party and survived with a couple of hit points.  

Just got to thinking about this Human War Chief stats for Nobles highly trained Guards along with 2 Dopplegangers this means the Player with his 2nd Level Character Faced a tough encounter for one 4th Level Player or a tough encounter for 3 2nd level Players.  

The Elf almost died but didn't just the same.  That Elf would not surrender anyway and he enjoyed it.  

The Elf found a place to hide and use a Healers kit to patch up some wounds and after the last battle aiding his friends who were about to attempt an escape.  Everyone was envolved from the noble wizard escaping his bound hands to the dwarf fighter breaking out of his cage.

So far all is smooth.  Wondering how the Cleric will click when he comes back into the group with less xp for missing this last Session.  Great Game!  Great Feel!  Good Fun for all envovled!


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7 months ago  ::  Nov 21, 2012 - 11:03PM #22
Ranger-of-Cormyr
Date Joined: Apr 2, 2012
Posts: 372

Nov 19, 2012 -- 2:55AM, Kurgag wrote:

Expertise:

The purpose of that game mechanic was to bring more fun to fighter gameplay. It failed mainly because deadly strike is an option that shadow all the other maneuvers. The fighter gameplay remains the same except that now wotc has added some complexity and power creep to it. Besides, no matter what weapon the fighter uses, the expertise dice stays his main source of damage.




This was done because 99% of the people on the forum were crying about how the fighter was "boring to play". I really don't understand this - if playing a fighter is too boring, don't play a fighter! You have a choice of other classes. Also, I have played fighters before in 3rd edition, and I've enjoyed it. Each class is as boring or interesting as you make it.

Expertise was extended to other classes turning  them into some kind of sub-fighters. The classes no longer feel unique now, every time people write or speak about the rogue or the monk they compare it to the fighter.




Again, this was done because people complained about how the rogue wasn't good enough in a fight. It was always my belief that he wasn't meant to be, since his expertise lies elsewhere, but try telling that to those who want to play ninjas who can fight as well as any knight without the "clunky eyesore plate armour".

Everything expressed in this post is my opinion, and should be taken as such. I can not declare myself to be the supreme authority on all matters...even though I am right!
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7 months ago  ::  Nov 22, 2012 - 6:26AM #23
CVB
Date Joined: Aug 11, 2006
Posts: 900
Sounds to me like Kurgag wants Red Box.  Shouldn't be too hard to find on E-Bay, though.
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7 months ago  ::  Nov 23, 2012 - 5:42AM #24
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,725

Nov 21, 2012 -- 11:03PM, Ranger-of-Cormyr wrote:

Nov 19, 2012 -- 2:55AM, Kurgag wrote:

Expertise:

The purpose of that game mechanic was to bring more fun to fighter gameplay. It failed mainly because deadly strike is an option that shadow all the other maneuvers. The fighter gameplay remains the same except that now wotc has added some complexity and power creep to it. Besides, no matter what weapon the fighter uses, the expertise dice stays his main source of damage.


 

This was done because 99% of the people on the forum were crying about how the fighter was "boring to play". I really don't understand this - if playing a fighter is too boring, don't play a fighter! You have a choice of other classes. Also, I have played fighters before in 3rd edition, and I've enjoyed it. Each class is as boring or interesting as you make it.




So, if my character concept is a fighter, why do I have to play a class that gives me no options in combat again?

Nov 21, 2012 -- 11:03PM, Ranger-of-Cormyr wrote:

Nov 19, 2012 -- 2:55AM, Kurgag wrote:

Expertise was extended to other classes turning  them into some kind of sub-fighters. The classes no longer feel unique now, every time people write or speak about the rogue or the monk they compare it to the fighter.


 

Again, this was done because people complained about how the rogue wasn't good enough in a fight. It was always my belief that he wasn't meant to be, since his expertise lies elsewhere, but try telling that to those who want to play ninjas who can fight as well as any knight without the "clunky eyesore plate armour".




Yea, maybe watch the rhetoric a bit. Rogues got worse in combat and better out of combat with the new Expertise Features, not the other way around. Nice try though!




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7 months ago  ::  Nov 23, 2012 - 8:11AM #25
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,861

Nov 20, 2012 -- 6:22PM, Saelorn wrote:

Oh, okay.  I guess I just didn't know what you meant by "mechanics"; a lot of those things were more along the line of "class features", though I guess all of the terminology is pretty vague.

Personally, and I see a lot of other people using it as well, but when I hear "unique mechanic" I immediately think of "resource management".  It's like, the 3E cleric had turn undead as a class feature, but the 3.5 cleric had turn undead as a mechanic because you could use it to power various feats.  The playtest monk has ki as a unique mechanic.  

Of course, I would be hard pressed to say that thief skills weren't a unique mechanic, so even the definition I've been using doesn't cover everything.




I can see where you're coming from.  To me, though, anything mechanical in nature that is unique to a class is a unique class mechanic.  Whether you want to call it a feature or a mechanic, it still differentiates that class from other classes unique ways.

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7 months ago  ::  Nov 23, 2012 - 1:12PM #26
Garthanos
Date Joined: Jan 15, 2009
Posts: 18,555
Max: those are tid bits sometimes highly situational ones. 4e characters had a similar resource mechanics.. and that made every sing one identical ofcourse, baaaahhhhhhhhhh

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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