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4e: Improving the Line at Otharil Vale (spoilers)
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<blockquote data-quote="Truename" data-source="post: 5763473" data-attributes="member: 78255"><p>Very well! We played yesterday. It took a lot longer than expected--I had set aside 4-6 hours for the two encounters, and we ended up taking 6 hours for the first encounter alone. (We've since decided to skip the second encounter.)</p><p></p><p>The players were engaged and interested the whole way through, despite being such a long battle. The mix of troops was good. The obstacles were balanced well--the caltrops were damaging, but not ridiculously so, and the fraises+earthen ramparts cost the enemies a turn without stopping them cold. The catapult added a nice sense of danger without being too devastating.</p><p></p><p>The archers' friendly-fire penalty worked out really well in practice--it had the simulation aspect I wanted (it's dangerous to fire into melee) and made the players think about tactics.</p><p></p><p>One thing that didn't work was making the chaplains minions; they were far too vulnerable and difficult to protect that way. I bumped them up to 45 hit points.</p><p></p><p>The other thing that didn't work so well was having the infantry squares throw off minions; it was too fiddly and they just got in the way. I liked the flavor it evoked but it didn't work in practice. We stopped doing that after the first couple of rounds.</p><p></p><p>I took pictures and hope to have time to put up a detailed description of the battle in the main 4e forum. I'll link to it from this thread when I do.</p></blockquote><p></p>
[QUOTE="Truename, post: 5763473, member: 78255"] Very well! We played yesterday. It took a lot longer than expected--I had set aside 4-6 hours for the two encounters, and we ended up taking 6 hours for the first encounter alone. (We've since decided to skip the second encounter.) The players were engaged and interested the whole way through, despite being such a long battle. The mix of troops was good. The obstacles were balanced well--the caltrops were damaging, but not ridiculously so, and the fraises+earthen ramparts cost the enemies a turn without stopping them cold. The catapult added a nice sense of danger without being too devastating. The archers' friendly-fire penalty worked out really well in practice--it had the simulation aspect I wanted (it's dangerous to fire into melee) and made the players think about tactics. One thing that didn't work was making the chaplains minions; they were far too vulnerable and difficult to protect that way. I bumped them up to 45 hit points. The other thing that didn't work so well was having the infantry squares throw off minions; it was too fiddly and they just got in the way. I liked the flavor it evoked but it didn't work in practice. We stopped doing that after the first couple of rounds. I took pictures and hope to have time to put up a detailed description of the battle in the main 4e forum. I'll link to it from this thread when I do. [/QUOTE]
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4e: Improving the Line at Otharil Vale (spoilers)
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