And The Kobolds Dined Well... A Playtest Report

I'm glad you found ways to add new and interesting challenges for your players, though I'd think their relative success and failure is probably skewed in a way that's not as useful for raw statistical feedback on the play test anymore. I mean, the kobolds don't have any acid or a second pit trap in the module as written so your threat value is ramped up way higher than my play test.

- Marty Lund
 

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I'm glad you found ways to add new and interesting challenges for your players, though I'd think their relative success and failure is probably skewed in a way that's not as useful for raw statistical feedback on the play test anymore. I mean, the kobolds don't have any acid or a second pit trap in the module as written so your threat value is ramped up way higher than my play test.

That's a fair point. Still, I don't think the playtest is looking particularly at the module balance, or how successful PCs are against specific foes, but rather at the feel of the combat and the game. Does it feel like D&D? Each player I asked replied that yes, it does.

It's worth noting, too, that the module goes so far as to suggest adding more traps to the kobold den. I looked at the rest of it, and figured the kobolds wouldn't feel like the trap-happy little monsters they're supposed to be without another trap or two, and put down that pit trap. Amusingly enough, the PCs discovered the pit before blundering into it, and they found the safe path across along the edge. It was pure showboating that landed them in trouble.
 

What rule were you using for jumping? My playtest packet just says you jump a distance equal to your strength in feet with a 10 foot run-up - where did the roll come from?
 

What rule were you using for jumping? My playtest packet just says you jump a distance equal to your strength in feet with a 10 foot run-up - where did the roll come from?

I'm glad you asked. We jumped right into the game with only a quick read through of the playtest rules, so some things got missed. The rule for jumping was something I'd skimmed and then forgotten by the time we got to the game. So when our fighter went to jump, I asked for a strength check out of habit.

Since he botched it so badly, we didn't need to look up the rule; he just fell into the pit.

Later, it came time for Ender the cleric to jump the pit. Because he would die if he couldn't, we looked up the rules. We realized that by the RAW, he couldn't possibly make the jump with strength 9.

For the sake of keeping things moving, I ruled that the standard jumping rules worked when there was no duress or combat, and represented 'taking 10', if you will. And so for our combat, I allowed people a moderate DC strength check to jump the pit.

I'm not sure how I'll be running that in the future, though; for the cleric to have no hope at all to jump the pit seems unfair (yet possibly quite realistic).
 

What rule were you using for jumping? My playtest packet just says you jump a distance equal to your strength in feet with a 10 foot run-up - where did the roll come from?

I would assume it is the basic 'Assign a DC'. How far you can jump is one thing, how far you can jump when threatened by a bunch of monsters is another.
 

I would assume it is the basic 'Assign a DC'. How far you can jump is one thing, how far you can jump when threatened by a bunch of monsters is another.
Apparently not - and MortalPlague has given a pretty good and clear explanation of how it went down. If this had been the case, though, I would have concerns; if we are "playtesting" while not actually following the rules given for the playtest, what exactly are we "playtesting"? Our ability to make stuff up ad-hoc? I already know I can do that, as can many others, but I don't really see the value in "playtesting" it.
 

I'm actually quite curious how the jump rules are supposed to function in play. Having strength 9 seems pretty debilitating if you can't possibly jump a ten foot gap.

Perhaps the 'help' mechanic can boost it? Someone tosses you, or catches your hand on the other side?
 

I'm not sure how I'll be running that in the future, though; for the cleric to have no hope at all to jump the pit seems unfair (yet possibly quite realistic).
I'm actually quite curious how the jump rules are supposed to function in play. Having strength 9 seems pretty debilitating if you can't possibly jump a ten foot gap.

Perhaps the 'help' mechanic can boost it? Someone tosses you, or catches your hand on the other side?
This is one of those times where you, and your players, have to realize that not everybody can solve problems the same way. Sure, the fighter can just leap over the pit... that Cleric, on the other hand... You'll have to rig up a rope down and then up, or find that reinforced ledge to cross, or find a board to put over it, or find some other clever method. That's a big part of adventuring. If you choose to play a non-athletic character, then of course you won't be able to leap a 10ft. pit with ease.

Although, jumping nine feet doesn't mean you can't clear the pit... it just means you'd likely need to make a Dexterity check to catch the ledge on the other side. Nine feet is more than enough to get you within arm's reach, and since you chose to jump, you can be ready to catch the edge.
 

Although, jumping nine feet doesn't mean you can't clear the pit... it just means you'd likely need to make a Dexterity check to catch the ledge on the other side. Nine feet is more than enough to get you within arm's reach, and since you chose to jump, you can be ready to catch the edge.

Yeah. This is probably how I would see/judge it. If what I've read about the rules (here) thus far is accurate, then the 9 foot jump for the Str. 9 cleric is a "gimme", then a Dex. check to grab/reach the other side and pull yourself up...or be helped up by someone else (though I don't believe in this particular instance, there was anyone there to help him).

Ye olde skool advice: Never try to leap a pit without a rope around your waist...and, because yes sometimes it needs saying, with someone HOLDING the other end of the rope!

[I still chuckle about the time, ages ago, when my highly experienced group did their "standard dungeon tricks" all of the time. They came to a pit (or a chasm or something, I don't entirely recall), someone tied a rope around their waist and jumped.

When I said "Who's holding the line?" I received a room full of experienced players looking dumbly at each other and then at me in panic, as everyone had already stated other actions/doing other things. Down the shoot the PC went.

I think someone made a diving/grabbing Dex check...followed by a strength check, to grab the end of the rope before it went all the way over the edge (and not be pulled in themselves). But still, was a funny moment. hahaha.]
--SD
 

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