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7 months ago ::
Nov 17, 2012 - 10:10PM
#1
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Let me start by saying I am one of those DMs that don't want anyone to die but I also won't cripple Monsters or pull punches just because the battle is going badly for the PCs. I have killed a character or two in my day but I've rarely ever TPKed a whole group (maybe 3 times in 25 years of DMing). Anyway the other night using the new 10/29 playtest and Caves of Chaos I ran 5 players (4 seasoned and 1 new-bee) through a session. Well after killing about 1/2 the Kobolds they decided to parlay with them, It took two tries (the PCs ticked them off once and another battle ensued) but in the end the PCs agreed to leave the Kobolds caves and stop killing them if the Kobolds told them where some prisoner/slaves were. They were happy to send them to the big piggy people (what my Kobolds call Orcs). I tried to give the PCs a hint that this might be too much for them right now (they were still 1st level) by having one of the Kobold guards say "You are really going to go deal with them?!?" referring to the big piggy people. Unfortunately the PCs got cocky and just said "we will kill them just like we destroyed you"
So cut to the entrance to B: Orc Lair and in they went totally ignoring something that would give them away to more Orcs (Trying not to do spoilers). So they frontal assaulted the first guard room and before they could finish them off around the corner came 4 more that HAD been alerted. Well it was all over very fast (3 rounds maybe). Now they really never stood a chance, 4 Orcs plus 1 that was still standing from the first room = a 350 XP encounter. This is almost double what a 1st level party can handle. So no one thought they should have won. What did surprise all of us was how quickly they folded like a deck of cards and how quickly PCs died, died (AKA negative Con + level)
Here is what we discussed post game:
- The 1D6 on a failed death save was way harsh. Two of the first three PCs to drop from a Orc great axe hit died before anyone could do anything. The very first death save failed and both died from 1 dice roll (they rolled too well). All of us like the design of the death save and the risks but the 1D6 seemed a bit heavy. We all thought a 1D4 would still be scary but not deadly in one round. I know this would become less of a threat at higher levels but 1st and 2nd level PCs will drop like flies if it’s a 1D6.
- Now that D&D has a much more dangerous feel to combat (something we all like as it turns out) we noticed that when things started to go badly there was very little way out AKA Running away which ya really need to do when things go that bad becomes a nightmare. Since Disengage is an action and so is dodge you can't combine them to create a rear defense, disengage and move only gets you 35 to 40 ft from the enemy so anything with ranged weapons just fires away, finally the hustle and move gets ya a good distance each round (50 to 60 ft) but they just keep following you, get within 5 ft and wait for their next opportunity attack. This last plan is what the last 2 PCs tried, the wizard was dropped on the first opportunity attack and the fighter was dropped after they chased her outside the cave.
- On the PCs side they learned that in 5th Ed. 1st and I would guess 2nd level PCs are very very squishy. You really need to think out you combat and decide if it’s in your favor to even try.
- Orcs are scary to low level PCs in 5th Ed
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7 months ago ::
Nov 17, 2012 - 10:54PM
#2
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Date Joined:
Feb 19, 2012
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Good feedback. Yeah, low-level in D&DN requires a lot of cunning. My impression of most monsters was that they may not hit too often, but they wreck PCs on a successful hit. It makes for a very lethal game. I like the idea of a full disengagement giving a bonus to defenses. One thing I liked about pre-OA D&DN was the ability for retreating things to actually get away. It seems much harder now. Hope wotc gets good feedback from you and your group!
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning." -Mike Mearls
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7 months ago ::
Nov 17, 2012 - 11:30PM
#3
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Date Joined:
Sep 26, 2012
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Hmm, would you like it if monsters could just run away instead of the OA? Maybe the OA should go away?
Then it'd boil down to more chase scenes, which could have a few skill checks in them instead. Might be very interesting.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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7 months ago ::
Nov 18, 2012 - 7:30AM
#4
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Date Joined:
Nov 18, 2012
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An early TPK? We're the players discouraged or eager to give it another go? Flux brings up a good point, something I've thought a bit about in the past. Good chase rules would be a real benefit and could add some real excitement. I like the idea of some skill or ability checks.
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7 months ago ::
Nov 18, 2012 - 8:22AM
#5
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Date Joined:
Feb 19, 2012
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Actually, I did enjoy monsters retreating (or surrendering) and the resulting skill checks involved.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning." -Mike Mearls
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7 months ago ::
Nov 18, 2012 - 8:31AM
#6
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Yeah a disengage en mass would be good. I this OA has its point during battle but if one side (either PCs or bad guys) decide to bug out there should be some simplified way of dealing with it. Make it not so automatic but not as deadly as a bunch of OAs and ranged attacks. It would help PCs get out of really nasty situations with some chance of living to fight another day and it would allow for great suspense situations when the bad guy gets away to seek revenge another day. I've noticed in several versions of D&D the group that retreats has such a high chance of TPK or being wiped out that both sides are too inclined to be all in.
It wasn't an early TPK they had managed to wait and attack almost half the kobolds (previous session) while they were out raiding. They had actually gotten to 112 XP each (New XP rules) so they were close to 2nd level. I don't think 2nd level would have saved them from a large enough group of Orcs with good die rolls however.
The group took it well they know I'm not out to get them and this is a playtest after all. We discussed it and then I said next session that was just a bad dream the wizard had and they are still back near the Kobold caves when they wake up (Think Dallas the TV show undo). The Wizard woke up and said ya know I think going after the Orcs right now would be a REALLY bad idea!
I think if one whole side of a battle says that's it we're out of here and they have some form of egress then there should be maybe a default damage they all take and any that are still standing run and or get a chance to care off unconscious comrades, or the last round of combat each combatant on the winning side gets an attack but the defenses of the retreating group (there has to be more than one left standing) go up like a collective dodge.
If the winning side wants to pursue they can but it’s a fun skill challenge not a slow protracted battle. Group track vs. group stealth, Group chase/harass attack vs. a bugger out group defense (3 misses and they get away) each hit does a little damage to all.
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7 months ago ::
Nov 18, 2012 - 9:32AM
#7
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Date Joined:
Dec 21, 2011
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To be honest, I really liked playing the 1st playtest package that didn't have AoO (OA). I found that it was refreshing to let PCs or monsters turn tail and run if they wanted to. Nobody abused it in our games, but I know that a lot of people have argued that it could be abused. Since they could move without the OA, combats seemed more interesting. It also allowed rogues and wizards a chance to take cover after an attack. Since they are so squishy, I really liked that too.
Maybe with expertise dice, there could be another maneuver that grants OA so that not everyone gets it, and fighter types (or Rogues who get the manevuer) would have to save an expertise die in reserve if they felt they wanted to use OA.
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7 months ago ::
Nov 18, 2012 - 9:30PM
#8
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Date Joined:
Apr 25, 2011
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I like the idea of using expertise dice for OA's, make it like Cleave in that you roll to hit as normal and use an expertise die for damage. All in all I'm not a big fan of expertise/maneuvers and feel it kind of limits things like swordmages and whatnot. I like customization.
OA as expertise damage I can get behind though since it wouldn't be instadeath but is still risky.
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7 months ago ::
Nov 19, 2012 - 9:34AM
#9
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I like the connection between OA and expertise dice. To be fair there has to be some trait or action possible for certain Monsters that have fighter/marshal type qualities.
Whatever is built in I just want there to be a plausible way to disengage without a complete rout (from either side). I think it would also be helpful if it’s a fairly simple process so a running retreat can be cool and have risk for either side but not a rules, dice slog.
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7 months ago ::
Nov 19, 2012 - 6:36PM
#10
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Date Joined:
Nov 18, 2012
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Forgot to ask- did you play it grid/miniatures style, old school descriptive narrative style, or a combination? Btw live the idea about the bad dream, keeps the pcs alive and helps guide them regarding where not to go. Well done! You remember Dallas? Heh, me too.
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