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4E test with Preview materials: A DM's musings
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<blockquote data-quote="Lackhand" data-source="post: 4087603" data-attributes="member: 36160"><p>I was a player. Congrats for reading the whole thing -- we had a lot of fun playing <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>I usually DM, so my take on how-it-was-to-play-4e is tinged by how-it-was-to-play-D&D-as-a-player-at-all. It was a <strong>lot</strong> of fun. I felt like the nonwizard characters didn't have enough noncombat powers-- which in some ways is fair, since the fighter is a dude who hits things with other things for a living. Still, I hold out hope for either noncombat uses of combat tricks (there is nothing cooler than forcing the players into an unfamiliar arena and then watching them adapt their normal strengths to match their new situation!), or noncombat tricks that nonetheless have in combat uses. Tumble is a good example of what I'm looking for, but I worry for the (say it again!) fighter.</p><p></p><p>The warlock needs some attacks that are more special-effects-y, too -- using eyebite to subdue, for instance. I'm not too worried, though; first level and pregenerated delve character and not having a full view of the rules (perhaps psychic damage can't kill you directly?) combine to mean this was an imperfect snapshot.</p><p></p><p>We didn't find tracking marking to be difficult at all, and found that it added a lot to the game. Squares, also, weren't obtrusive at all. </p><p></p><p>The paladin's mark-then-run strategy is deplorable, so I didn't use it that way -- I'm really glad that they fixed it -- but I think even still, 8 damage is too much. 1d8 and that's a typo, maybe? But it might really be 5+cha or something; it feels too strong to me for what the effect is. Then again, the paladin doesn't deal all that much damage, so... :shrug:.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4087603, member: 36160"] I was a player. Congrats for reading the whole thing -- we had a lot of fun playing :) I usually DM, so my take on how-it-was-to-play-4e is tinged by how-it-was-to-play-D&D-as-a-player-at-all. It was a [b]lot[/b] of fun. I felt like the nonwizard characters didn't have enough noncombat powers-- which in some ways is fair, since the fighter is a dude who hits things with other things for a living. Still, I hold out hope for either noncombat uses of combat tricks (there is nothing cooler than forcing the players into an unfamiliar arena and then watching them adapt their normal strengths to match their new situation!), or noncombat tricks that nonetheless have in combat uses. Tumble is a good example of what I'm looking for, but I worry for the (say it again!) fighter. The warlock needs some attacks that are more special-effects-y, too -- using eyebite to subdue, for instance. I'm not too worried, though; first level and pregenerated delve character and not having a full view of the rules (perhaps psychic damage can't kill you directly?) combine to mean this was an imperfect snapshot. We didn't find tracking marking to be difficult at all, and found that it added a lot to the game. Squares, also, weren't obtrusive at all. The paladin's mark-then-run strategy is deplorable, so I didn't use it that way -- I'm really glad that they fixed it -- but I think even still, 8 damage is too much. 1d8 and that's a typo, maybe? But it might really be 5+cha or something; it feels too strong to me for what the effect is. Then again, the paladin doesn't deal all that much damage, so... :shrug:. [/QUOTE]
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