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General Tabletop Discussion
D&D Older Editions
Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="hennebeck" data-source="post: 4097455" data-attributes="member: 57662"><p>I played yesterday. Dedicated to E. Gary Gygax.</p><p>Ran my Brother and Sister and Girlfriend and Mom. All grown adults.</p><p>Brother, 27, played Wizard - D&D 3.5 Epic Level player every weekend. Plays with mad crazy House rules and some serious firepower. Also a Videogamer.</p><p>Sister, 30, played Fighter - Played D&D 3.0 about 4 years ago. Great Roleplayer. Not so great with rules. Has also played EQ and WoW, poorly.</p><p>Girlfriend, 24, played Rogue - Has played nothing. 1 session of D&D starer set. 1 session of DDM. Halo. That's about it. But willing to try and that's why I love her.</p><p>Mom, 50-ish, played Warlock - Plays anything you put in front of her. But doesn't quite grok D&D.</p><p></p><p>Ok, here's how the session went and then I'll give you their impressions.</p><p></p><p>Kobolds.</p><p>They didn't know there was a difference to the minions for a long while. They missed alot. I loved moving kobolds around, the movement was good stuff. They worked well together. The Warlock's Curse was able to take out about 3 or 4 minions by itself. That was cool. And she still got to attack skirmishers. Fighter got in there and marked things, and it made sense to attack her most of the time, but I also was able to attack others if I wanted to, taking -2. I liked it and I understood how that works well. The rogue finally got the idea of combat advantage near the end and worked hard for those 2d6 extra damage. I think she did it twice against minions. I let her roll damage and everything so she felt good. They didn't need to know they only had 1 hp. heehee.</p><p>Used a few encounter powers. No dailys. Did well with resource management. Didn't use ANY surges, but probably should have. They did their roles well. Fighter and Rogue got hit. Warlock and wizard were not injured.</p><p></p><p>King's room.</p><p>Meepo was warned so he wasn't there. but I left the minion that ran with the alarm there. And the spider had surprise. I gave it a standard attack action and then rolled initiative.</p><p>The Wizard, thinking this was the end, used his Daily Acid Arrow, doing mass amounts of damage, then used his Action Point, cast a MM and critted. The spider never got another attack. minion died instantly and that was that.</p><p></p><p>They then fought the Hobgoblins.</p><p>Probably should have reduced the numbers. Ran 1 warcaster, 1 archer and 2 soldiers.</p><p>The archer hit his first 4 rounds. The Rogue and Fighter never moved out of the water and the warlock and wiz stayed behind them. The Soldiers just came up and started chopping them down. Mom moved around the most. Probably because she was the least knowledgeable of D&D and didn't know that most people used to not move in 3.x.</p><p>Rogue went down. Fighter went down. Wizard went down. Rogue died. Fighter saved and came back. And went down. And Died. Wizard died. Warlock down. Died.</p><p></p><p>Only thing I think I would have done is move the fight to the archer and warcaster. the whole fight took place right next to the wizard and warlock. Other than that the problem, like so many others, was low rolls on the PC's part vs. High rolls for the Monsters.</p><p>If 3 outta 4 hit in a round, that's about 24 damage. Focused attacks might have helped but they just had bad luck. </p><p></p><p>All in all, fun for everyone anyways.</p><p></p><p>As for a debrief, both my brother and sister said they really liked it.</p><p>We used cards with all powers written on them, and EVERYONE loved it. you turned them upside down and when they refreshed you turned them back up. It worked really well for my Mom and Girlfriend. I highly recommend them.</p><p></p><p>As for the DM side, I loved the rules. Simple and easy to adjudicate. Monsters did so much more than just attack. I can't wait. </p><p></p><p>And finally, why I love 4e, I'll be able to play with my brother and sister weekly with the DDI. I moved 4 years ago and this will get us together and I'm super excited.</p></blockquote><p></p>
[QUOTE="hennebeck, post: 4097455, member: 57662"] I played yesterday. Dedicated to E. Gary Gygax. Ran my Brother and Sister and Girlfriend and Mom. All grown adults. Brother, 27, played Wizard - D&D 3.5 Epic Level player every weekend. Plays with mad crazy House rules and some serious firepower. Also a Videogamer. Sister, 30, played Fighter - Played D&D 3.0 about 4 years ago. Great Roleplayer. Not so great with rules. Has also played EQ and WoW, poorly. Girlfriend, 24, played Rogue - Has played nothing. 1 session of D&D starer set. 1 session of DDM. Halo. That's about it. But willing to try and that's why I love her. Mom, 50-ish, played Warlock - Plays anything you put in front of her. But doesn't quite grok D&D. Ok, here's how the session went and then I'll give you their impressions. Kobolds. They didn't know there was a difference to the minions for a long while. They missed alot. I loved moving kobolds around, the movement was good stuff. They worked well together. The Warlock's Curse was able to take out about 3 or 4 minions by itself. That was cool. And she still got to attack skirmishers. Fighter got in there and marked things, and it made sense to attack her most of the time, but I also was able to attack others if I wanted to, taking -2. I liked it and I understood how that works well. The rogue finally got the idea of combat advantage near the end and worked hard for those 2d6 extra damage. I think she did it twice against minions. I let her roll damage and everything so she felt good. They didn't need to know they only had 1 hp. heehee. Used a few encounter powers. No dailys. Did well with resource management. Didn't use ANY surges, but probably should have. They did their roles well. Fighter and Rogue got hit. Warlock and wizard were not injured. King's room. Meepo was warned so he wasn't there. but I left the minion that ran with the alarm there. And the spider had surprise. I gave it a standard attack action and then rolled initiative. The Wizard, thinking this was the end, used his Daily Acid Arrow, doing mass amounts of damage, then used his Action Point, cast a MM and critted. The spider never got another attack. minion died instantly and that was that. They then fought the Hobgoblins. Probably should have reduced the numbers. Ran 1 warcaster, 1 archer and 2 soldiers. The archer hit his first 4 rounds. The Rogue and Fighter never moved out of the water and the warlock and wiz stayed behind them. The Soldiers just came up and started chopping them down. Mom moved around the most. Probably because she was the least knowledgeable of D&D and didn't know that most people used to not move in 3.x. Rogue went down. Fighter went down. Wizard went down. Rogue died. Fighter saved and came back. And went down. And Died. Wizard died. Warlock down. Died. Only thing I think I would have done is move the fight to the archer and warcaster. the whole fight took place right next to the wizard and warlock. Other than that the problem, like so many others, was low rolls on the PC's part vs. High rolls for the Monsters. If 3 outta 4 hit in a round, that's about 24 damage. Focused attacks might have helped but they just had bad luck. All in all, fun for everyone anyways. As for a debrief, both my brother and sister said they really liked it. We used cards with all powers written on them, and EVERYONE loved it. you turned them upside down and when they refreshed you turned them back up. It worked really well for my Mom and Girlfriend. I highly recommend them. As for the DM side, I loved the rules. Simple and easy to adjudicate. Monsters did so much more than just attack. I can't wait. And finally, why I love 4e, I'll be able to play with my brother and sister weekly with the DDI. I moved 4 years ago and this will get us together and I'm super excited. [/QUOTE]
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