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Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="Wormwood" data-source="post: 4091138" data-attributes="member: 928"><p>Ran it for my group through v2 last night, here's a [not so brief] summary:</p><p></p><p><strong>Parameters: </strong> We only had about an hour to play (yes, touring on Rock Band <em>is </em> more important), so I just ran the initial room </p><p>with the minions, skirmishers and warcaster.</p><p></p><p><strong>Group: </strong> Me and 5 other players. We've been gaming together for almost 20 years, and have been playing 3e since 2000 (a game </p><p>with which we have a love/hate relationship). Their attitudes toward 4e ranged from skeptical to enthusiastic.</p><p></p><p><strong>Classes played: </strong> All but the fighter. </p><p></p><p><strong>Monsters encountered: </strong> 8 minions, 2 skirmishers, 1 slinger, 1 warcaster</p><p></p><p><strong>Impressions: </strong> </p><p>As these guys are all heavy WoW players, I found that MMO terminology really helped in communicating some of 4e's concepts. </p><p>Instant cast (at-will), 5-minute cooldown (per encounter), 1 hour cooldown (daily), hunter's mark (quarry/warlock's curse), etc. All I know is, they grokked the game and their character's abilities in about 10 minutes, so I'm not complaining. </p><p></p><p>Powers were *definitely* the bit that excited the players the most.</p><p></p><p><strong>Ranger: </strong> Hunter's quarry ftw. He was definitely the primary damage dealer, so I surrounded him with minions (I *love* the Kobold shifty ability) before brining on some skirmisher pain with combat advantage. But I just couldn't keep the Ranger pinned down---his ability to maneuver out of my scrums was fun to watch, if frustrating. The warcaster eventually nailed him with a force pulse, knocking him into negative hps. Didn't last too long, however.</p><p></p><p><strong>Cleric: </strong> He thought his at-wills were a little anemic, but he loved the fact that he could toss off a Healing Word without having to stop kicking kobold ass. The most fun I had was when the Warcaster critted with a Force Lance and shoved him into the fire pit for some extra damage. The cleric got his revenge, however (see below)</p><p></p><p><strong>Warlock:</strong> Honestly, this was just as fun to watch as it was to play. He enjoyed spamming eldritch blast---until he figured out how much <em>fun </em> Eyebite was. His use of Curse of the Dark Dream on the fleeing warcaster was hilarious---it reminded me of Mortal Kombat ("Get Over Here!") as he dragged the warcaster screaming back into the room, setting him up for the cleric to send him to Hobgoblin Valhalla with a Cascade of Light.</p><p></p><p><strong>Wizard: </strong> Low rolls suck---and both the Wizard and the Warlock were plagued by them for most of the night (whereas I critted twice). It was only after the game that I discovered that the wizard player had forgotten to add both his Wand of Accuracy and his Bloodhunt abilities (net +3 to hit). The Wizard player didn't seem impressed by the array of spells he had---essentially spamming Magic Missile. I'm pretty sure he just wasn't into the game as much as the rest of the group---I'll ask him for more detailed impressions today. </p><p></p><p><strong>Paladin: </strong> He had fun---healing people and marking baddies. He ended up spending three rounds on fire (thanks to the slinger), but he also killed just as many enemies as the Ranger. He really seemed to enjoy 4e's emphasis on battlefield mobility---because even at 5 squares of movement, he was charging and sliding all over the place. <em>Memorable moment: </em> he got to negate a 24-point Shock Staff crit using his Second Chance ability. And I thought I hated halflings before...</p><p></p><p><strong>DM: </strong> Okay, I love minions. And kobold minions with a free move every round? Yeah, I <em>really </em> love minions---and the players actually started to take them seriously after I set them up with some sweet flanks and Mob Attacks. </p><p></p><p>The warcaster was a bad-ass. If I'd been able to set him up with a tank, I'm fairly certain I could have killed two of the PCs without a problem. As it was, he performed admirably against three PCs. </p><p></p><p>A little more fiddling with conditions than I would prefer, but leagues ahead of 3e in that regard. I thought I would *hate* the simplified saving throws---but we all ended up liking them. Really liking them in some cases (ironically, the Paladin who blew three saves in a row is their most vocal proponent).</p><p></p><p>By the time the encounter ended, all action points were spent, as were four second winds and two or three daily powers. I don't know how they would have fared had they pressed on. </p><p></p><p>Okay, this is getting a little longer than I wanted it to. Bottom line is, the combat balanced the fun of tactical play without being bogged down in minutiae. On the other hand, it took longer in real-time than I would have liked---but I'm hoping that with proficiency comes speed (7 combat rounds, a little over an hour and a half real time).</p><p></p><p>Thanks for the adventure---I'm still waiting for feeback from some players, but I'll definitely post 'em here if they are noteworthy.</p></blockquote><p></p>
[QUOTE="Wormwood, post: 4091138, member: 928"] Ran it for my group through v2 last night, here's a [not so brief] summary: [B]Parameters: [/B] We only had about an hour to play (yes, touring on Rock Band [I]is [/I] more important), so I just ran the initial room with the minions, skirmishers and warcaster. [B]Group: [/B] Me and 5 other players. We've been gaming together for almost 20 years, and have been playing 3e since 2000 (a game with which we have a love/hate relationship). Their attitudes toward 4e ranged from skeptical to enthusiastic. [B]Classes played: [/B] All but the fighter. [B]Monsters encountered: [/B] 8 minions, 2 skirmishers, 1 slinger, 1 warcaster [B]Impressions: [/B] As these guys are all heavy WoW players, I found that MMO terminology really helped in communicating some of 4e's concepts. Instant cast (at-will), 5-minute cooldown (per encounter), 1 hour cooldown (daily), hunter's mark (quarry/warlock's curse), etc. All I know is, they grokked the game and their character's abilities in about 10 minutes, so I'm not complaining. Powers were *definitely* the bit that excited the players the most. [B]Ranger: [/B] Hunter's quarry ftw. He was definitely the primary damage dealer, so I surrounded him with minions (I *love* the Kobold shifty ability) before brining on some skirmisher pain with combat advantage. But I just couldn't keep the Ranger pinned down---his ability to maneuver out of my scrums was fun to watch, if frustrating. The warcaster eventually nailed him with a force pulse, knocking him into negative hps. Didn't last too long, however. [B]Cleric: [/B] He thought his at-wills were a little anemic, but he loved the fact that he could toss off a Healing Word without having to stop kicking kobold ass. The most fun I had was when the Warcaster critted with a Force Lance and shoved him into the fire pit for some extra damage. The cleric got his revenge, however (see below) [B]Warlock:[/B] Honestly, this was just as fun to watch as it was to play. He enjoyed spamming eldritch blast---until he figured out how much [I]fun [/I] Eyebite was. His use of Curse of the Dark Dream on the fleeing warcaster was hilarious---it reminded me of Mortal Kombat ("Get Over Here!") as he dragged the warcaster screaming back into the room, setting him up for the cleric to send him to Hobgoblin Valhalla with a Cascade of Light. [B]Wizard: [/B] Low rolls suck---and both the Wizard and the Warlock were plagued by them for most of the night (whereas I critted twice). It was only after the game that I discovered that the wizard player had forgotten to add both his Wand of Accuracy and his Bloodhunt abilities (net +3 to hit). The Wizard player didn't seem impressed by the array of spells he had---essentially spamming Magic Missile. I'm pretty sure he just wasn't into the game as much as the rest of the group---I'll ask him for more detailed impressions today. [B]Paladin: [/B] He had fun---healing people and marking baddies. He ended up spending three rounds on fire (thanks to the slinger), but he also killed just as many enemies as the Ranger. He really seemed to enjoy 4e's emphasis on battlefield mobility---because even at 5 squares of movement, he was charging and sliding all over the place. [I]Memorable moment: [/I] he got to negate a 24-point Shock Staff crit using his Second Chance ability. And I thought I hated halflings before... [B]DM: [/B] Okay, I love minions. And kobold minions with a free move every round? Yeah, I [I]really [/I] love minions---and the players actually started to take them seriously after I set them up with some sweet flanks and Mob Attacks. The warcaster was a bad-ass. If I'd been able to set him up with a tank, I'm fairly certain I could have killed two of the PCs without a problem. As it was, he performed admirably against three PCs. A little more fiddling with conditions than I would prefer, but leagues ahead of 3e in that regard. I thought I would *hate* the simplified saving throws---but we all ended up liking them. Really liking them in some cases (ironically, the Paladin who blew three saves in a row is their most vocal proponent). By the time the encounter ended, all action points were spent, as were four second winds and two or three daily powers. I don't know how they would have fared had they pressed on. Okay, this is getting a little longer than I wanted it to. Bottom line is, the combat balanced the fun of tactical play without being bogged down in minutiae. On the other hand, it took longer in real-time than I would have liked---but I'm hoping that with proficiency comes speed (7 combat rounds, a little over an hour and a half real time). Thanks for the adventure---I'm still waiting for feeback from some players, but I'll definitely post 'em here if they are noteworthy. [/QUOTE]
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