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A player's perspective on 4e
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<blockquote data-quote="xjermx" data-source="post: 4105088" data-attributes="member: 61185"><p>Over the weekend I got some friends together for GaryCon. I had Tomb of Horrors, but I was reluctant to run it, because of its sheer brutality and level of complexity- my players are not as gleeful about death and frustrating traps and puzzles as some. Anyway, instead of Tomb of Horrors, I ran them through the 4e stuff that has been put together here. My hat is off to the people that have assembled the details. It was not so much an "adventure" as a series of unrelated combats, but my goal was to test the rules and characters that I had, and introduce my gamers to the 4e stuff. They have not been following the boards here, and as far as I am aware, it was their first time to get their hands on 4th edition stuff, or even to discuss its mechanics. One of my players posted a short review of the session, and I'm reposting it here. Remember that this is a review that is uninfluenced by any of the conversations here.</p><p></p><p></p><p>Now D&D 4th Ed. A review by a reluctant converter:</p><p></p><p>There were a number of us trying it out, and the class structure was</p><p>interesting. Our level 1 group of misfits tore a bunch of kobolds a new</p><p>one, then using the new superpowers handled a young black dragon which at</p><p>first was quite scary but Pally taunt + Warlock Sliding Nightmare power +</p><p>Quarry = Dead Dragon, then we tried our luck with some skeles. Things I</p><p>liked: Second Wind as a Last effort do not cause your charrie to die</p><p>(twice in our campaign, let's say the newb's did something stupid, like a</p><p>mage or the cleric running in front of the meatshields and getting smacked</p><p>down by the numerous kobolds/skeles, secondwind causes heroes to have at</p><p>least a few hitpoints when they get smacked down to negatives, assuming the</p><p>negative number is not negative bloodied), class powers making it so that</p><p>the mage does not cast 1 magic missle and then sit for 2 hours of combat,</p><p>every class had something they could cast, pray, throw, shoot, or swing</p><p>every round, that was cool. "Marking" or as I call it, The impact WoW</p><p>has had on D&D. Tanks can now taunt to the detriment of the mob. The</p><p>Pally taunt is BRUTAL (mob's were taking 8hp of damage everyround it tried</p><p>to attack someone NOT the pally we dropped the dragon because of it's</p><p>numerous attempts on attacks of opportunity) Maddie played a fighter</p><p>pregen, and we did not use a power of hers until the end but the fighter had</p><p>the ability to attack on 5 ft steps if the monster was trying to move to</p><p>another person and if successful, stop the mob in its track. Rangers</p><p>finally get the DPS they deserve, lol more WoW influence. New Healing</p><p>Surges rule and 5 min rest rules. New "Bloodied" rules and what that does</p><p>for MOBS that get bloodied.</p><p></p><p>Things I did not like too much: combining a daily power with an encounter</p><p>power for Maximized result and still fizzling because I rolled a 1.</p><p>Nothing is more brutal then losing two big powers on a bad role.</p><p>The rate of Action Point earning. You have to get to the third encounter</p><p>to get the next your second AP point, With the fizzling of powers, AP</p><p>points to replace the fizzle is possible but it may take awile if you have</p><p>to get to encounter 3.</p><p>The game is fun now but it does feel a little like a cross between Final</p><p>Fantasy and WoW sometimes. I'm sure that there will be mobs now with</p><p>THOUSANDS of HP maybe hundred of thousands, and you'll need a part with HP</p><p>in the several hundreds to compete with them. The whole time the Final</p><p>Fantasy fight song will be going in your head.</p><p></p><p>Overall, I thought the good outweighed the bad. It was a lot of fun and the</p><p>players only stopped because the DM was tired <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=":)" />. Will I buy a ton of</p><p>books to play? Not sure, but maybe if there was a good DM and a consistant</p><p>game, I just might.</p></blockquote><p></p>
[QUOTE="xjermx, post: 4105088, member: 61185"] Over the weekend I got some friends together for GaryCon. I had Tomb of Horrors, but I was reluctant to run it, because of its sheer brutality and level of complexity- my players are not as gleeful about death and frustrating traps and puzzles as some. Anyway, instead of Tomb of Horrors, I ran them through the 4e stuff that has been put together here. My hat is off to the people that have assembled the details. It was not so much an "adventure" as a series of unrelated combats, but my goal was to test the rules and characters that I had, and introduce my gamers to the 4e stuff. They have not been following the boards here, and as far as I am aware, it was their first time to get their hands on 4th edition stuff, or even to discuss its mechanics. One of my players posted a short review of the session, and I'm reposting it here. Remember that this is a review that is uninfluenced by any of the conversations here. Now D&D 4th Ed. A review by a reluctant converter: There were a number of us trying it out, and the class structure was interesting. Our level 1 group of misfits tore a bunch of kobolds a new one, then using the new superpowers handled a young black dragon which at first was quite scary but Pally taunt + Warlock Sliding Nightmare power + Quarry = Dead Dragon, then we tried our luck with some skeles. Things I liked: Second Wind as a Last effort do not cause your charrie to die (twice in our campaign, let's say the newb's did something stupid, like a mage or the cleric running in front of the meatshields and getting smacked down by the numerous kobolds/skeles, secondwind causes heroes to have at least a few hitpoints when they get smacked down to negatives, assuming the negative number is not negative bloodied), class powers making it so that the mage does not cast 1 magic missle and then sit for 2 hours of combat, every class had something they could cast, pray, throw, shoot, or swing every round, that was cool. "Marking" or as I call it, The impact WoW has had on D&D. Tanks can now taunt to the detriment of the mob. The Pally taunt is BRUTAL (mob's were taking 8hp of damage everyround it tried to attack someone NOT the pally we dropped the dragon because of it's numerous attempts on attacks of opportunity) Maddie played a fighter pregen, and we did not use a power of hers until the end but the fighter had the ability to attack on 5 ft steps if the monster was trying to move to another person and if successful, stop the mob in its track. Rangers finally get the DPS they deserve, lol more WoW influence. New Healing Surges rule and 5 min rest rules. New "Bloodied" rules and what that does for MOBS that get bloodied. Things I did not like too much: combining a daily power with an encounter power for Maximized result and still fizzling because I rolled a 1. Nothing is more brutal then losing two big powers on a bad role. The rate of Action Point earning. You have to get to the third encounter to get the next your second AP point, With the fizzling of powers, AP points to replace the fizzle is possible but it may take awile if you have to get to encounter 3. The game is fun now but it does feel a little like a cross between Final Fantasy and WoW sometimes. I'm sure that there will be mobs now with THOUSANDS of HP maybe hundred of thousands, and you'll need a part with HP in the several hundreds to compete with them. The whole time the Final Fantasy fight song will be going in your head. Overall, I thought the good outweighed the bad. It was a lot of fun and the players only stopped because the DM was tired :). Will I buy a ton of books to play? Not sure, but maybe if there was a good DM and a consistant game, I just might. [/QUOTE]
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