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Campaign Playtest - Rise of the Runelords
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<blockquote data-quote="Connorsrpg" data-source="post: 6085755" data-attributes="member: 19265"><p><strong>Session 3 GM Stuff</strong></p><p></p><p>We just completed our 3rd <em>Rise of the Runelords </em>playtest. It seems all is going well. We discussed mixing up the playtests to try different combos, levels, etc. but most players were very happy sticking with the Playtest campaign. So, it is certainly suiting our play and campaign style.</p><p></p><p>I also noted the two players who started with 4E have certainly adapted to the rules now. It did take some time (getting used to having options available beyond what was on the sheet). One of them is now running his own DnDN playtest <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>As GM, I had no trouble with the rules. They seem quite intuitive at this stage. Individual rules moments:</p><p></p><p>1. I still had to ask about cover. (Need to commit this to mem, like Ability check DCs).</p><p>2. Wondered about rules for facing more than 1 foe at a time. There is no bonus for ganging up. I kinda like the idea there should be. (Savage Worlds does this well).</p><p>3. I really liked the charts that give magic items some flavour. (Some of my fav things from 3E DMG II).</p><p>4. I still did not go with the latest 'to hit' mods for monsters. Being a campaign I feel they are too generous. (So in a way this is not true testing of the monsters, though, I did love how everything else played out).</p><p>5. Part-time NPCs: It was very easy to adjust some human stats on the fly - such as turning the Warrior into a Hunter. (Like 4E monster blocks).</p><p>6. Main NPC. I am running an NPC dwarf rogue along with the group and I am finding it hard to remember all of the options. Though I do love the way it plays. Obviously I need to probably go with some sort of Companion/Monster stat block instead of full PC sheet (but I have kept it this way, as another player may join us and take over the NPC).</p><p></p><p>In all I am quite pleased with the direction. Admittedly I haven't devoured the Encounter Level stuff. I simply eyeball (or more likely just go with what was in the 3E module we are running).</p><p></p><p>Players might wish to point out individual character stuff, but I believe they are getting very comfortable with the options available.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6085755, member: 19265"] [b]Session 3 GM Stuff[/b] We just completed our 3rd [I]Rise of the Runelords [/I]playtest. It seems all is going well. We discussed mixing up the playtests to try different combos, levels, etc. but most players were very happy sticking with the Playtest campaign. So, it is certainly suiting our play and campaign style. I also noted the two players who started with 4E have certainly adapted to the rules now. It did take some time (getting used to having options available beyond what was on the sheet). One of them is now running his own DnDN playtest :) As GM, I had no trouble with the rules. They seem quite intuitive at this stage. Individual rules moments: 1. I still had to ask about cover. (Need to commit this to mem, like Ability check DCs). 2. Wondered about rules for facing more than 1 foe at a time. There is no bonus for ganging up. I kinda like the idea there should be. (Savage Worlds does this well). 3. I really liked the charts that give magic items some flavour. (Some of my fav things from 3E DMG II). 4. I still did not go with the latest 'to hit' mods for monsters. Being a campaign I feel they are too generous. (So in a way this is not true testing of the monsters, though, I did love how everything else played out). 5. Part-time NPCs: It was very easy to adjust some human stats on the fly - such as turning the Warrior into a Hunter. (Like 4E monster blocks). 6. Main NPC. I am running an NPC dwarf rogue along with the group and I am finding it hard to remember all of the options. Though I do love the way it plays. Obviously I need to probably go with some sort of Companion/Monster stat block instead of full PC sheet (but I have kept it this way, as another player may join us and take over the NPC). In all I am quite pleased with the direction. Admittedly I haven't devoured the Encounter Level stuff. I simply eyeball (or more likely just go with what was in the 3E module we are running). Players might wish to point out individual character stuff, but I believe they are getting very comfortable with the options available. [/QUOTE]
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