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<blockquote data-quote="Cadence" data-source="post: 6273476" data-attributes="member: 6701124"><p><strong>Session 3 Report</strong></p><p></p><p>Session three was last week.</p><p></p><p>Mentioned how it felt odd to have traveled several days and spent a night in an inn, and still not have gotten the dailies back. The GM's explanation of how we were on edge the whole way (including in the town given the encounter with the local youth on the way in) seemed sound -- at least the way he said it. I'm not sure I could make it sound as reasonable. I'm tempted to hear if he can justify why we're getting one back at the end of this latest session, while sleeping at a small homestead in the middle of a swamp after fighting off wolves and orcs. </p><p></p><p>The GM broke out the icon rolls this time. It felt like things were slotted in just because the rolls came up (opportunity to purchase a healing potion at lesser cost, identifying something that came up earlier as magic, a characters past being recognized, and a freebie narration chance later if it could be tied into the icon). I wonder if it would be better to just have the GM just roll them himself in between sessions and slot things in more naturally without telling us why they happened.</p><p></p><p>Our second combat flowed really well. I'm not sure if it was easier because I had looked the powers over again, or because they were on cards, or because I didn't have half my dailies back yet. Some of the other players are really good at narrating their attacks, so I'm going to work on that. (I'm also going to find something to stand my power index cards up on so that I don't get mocked for covering my section of the table.) It did seem that the combat wasn't quite as challenging as the GM had hoped it would be - two of us were one attack under full, the sorcerer was at half (but the cleric had healed him three times), and the rogue was just under half. Apparently the designers have said that the guidelines for encounters balancing make them a bit weak?</p><p></p><p>Plus for the system: I like the incremental advances system.</p><p></p><p>Negative for my luck?: Finally got to use two powers that gave free re-rolls to my allies in combat, but they never missed after that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>Negative for being cheap: I really wish I had a hard copy of the book at times. The .pdf just isn't quite as good for quickly flipping to a spot.</p><p></p><p>My homework for next week is to round out some details in my background, so I'm going to go over the copy of the map and the notes in the book on various locales to sketch out some of his previous life as a mercenary. Should help the GM on the icon rolls if nothing else.</p></blockquote><p></p>
[QUOTE="Cadence, post: 6273476, member: 6701124"] [b]Session 3 Report[/b] Session three was last week. Mentioned how it felt odd to have traveled several days and spent a night in an inn, and still not have gotten the dailies back. The GM's explanation of how we were on edge the whole way (including in the town given the encounter with the local youth on the way in) seemed sound -- at least the way he said it. I'm not sure I could make it sound as reasonable. I'm tempted to hear if he can justify why we're getting one back at the end of this latest session, while sleeping at a small homestead in the middle of a swamp after fighting off wolves and orcs. The GM broke out the icon rolls this time. It felt like things were slotted in just because the rolls came up (opportunity to purchase a healing potion at lesser cost, identifying something that came up earlier as magic, a characters past being recognized, and a freebie narration chance later if it could be tied into the icon). I wonder if it would be better to just have the GM just roll them himself in between sessions and slot things in more naturally without telling us why they happened. Our second combat flowed really well. I'm not sure if it was easier because I had looked the powers over again, or because they were on cards, or because I didn't have half my dailies back yet. Some of the other players are really good at narrating their attacks, so I'm going to work on that. (I'm also going to find something to stand my power index cards up on so that I don't get mocked for covering my section of the table.) It did seem that the combat wasn't quite as challenging as the GM had hoped it would be - two of us were one attack under full, the sorcerer was at half (but the cleric had healed him three times), and the rogue was just under half. Apparently the designers have said that the guidelines for encounters balancing make them a bit weak? Plus for the system: I like the incremental advances system. Negative for my luck?: Finally got to use two powers that gave free re-rolls to my allies in combat, but they never missed after that. :-) Negative for being cheap: I really wish I had a hard copy of the book at times. The .pdf just isn't quite as good for quickly flipping to a spot. My homework for next week is to round out some details in my background, so I'm going to go over the copy of the map and the notes in the book on various locales to sketch out some of his previous life as a mercenary. Should help the GM on the icon rolls if nothing else. [/QUOTE]
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