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<blockquote data-quote="Jeff Carlsen" data-source="post: 5996001" data-attributes="member: 61749"><p>I got to run a bit of the adventure yesterday. I never had a chance to actually play the first playtest, so this was a good experience. Unfortunately, the opportunity appeared without any significant time to prepare, so I had to run the adventure without time to read the whole thing first. It's not very well designed for that.</p><p></p><p>That aside, we played. Character creation was fun, and for the most part it played like D&D. Advantage and Disadvantage worked as intended and were fairly dramatic. Nothing like having a raging Orc roll an 18 and then lose it because he rolled a 4 on his second die. It really gave the feeling of being out of control.</p><p></p><p>Sadly, I had two fighters, and we got so wrapped up in roleplaying that they both forgot about the new Combat Superiority mechanics, so we didn't get to try them out.</p><p></p><p>The only complaint from one of my players is that it provided even less ability to customize your character with skills than 4E did. I'm not sure I agree, but my group tends to enjoy huge, detailed skill systems like the one in Shadowrun. I could see something of that sort being a easy module to drop in, and I like the simple baseline.</p><p></p><p>I also want to praise the spell descriptions. I like the natural language, and feel they've done a good job being clear an concise with the effect descriptions. The only change I would make is to separate out the save information.</p><p></p><p>All said, it went well, but I need to play more to really get a feel for it. Hopefully I'll get another chance soon.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 5996001, member: 61749"] I got to run a bit of the adventure yesterday. I never had a chance to actually play the first playtest, so this was a good experience. Unfortunately, the opportunity appeared without any significant time to prepare, so I had to run the adventure without time to read the whole thing first. It's not very well designed for that. That aside, we played. Character creation was fun, and for the most part it played like D&D. Advantage and Disadvantage worked as intended and were fairly dramatic. Nothing like having a raging Orc roll an 18 and then lose it because he rolled a 4 on his second die. It really gave the feeling of being out of control. Sadly, I had two fighters, and we got so wrapped up in roleplaying that they both forgot about the new Combat Superiority mechanics, so we didn't get to try them out. The only complaint from one of my players is that it provided even less ability to customize your character with skills than 4E did. I'm not sure I agree, but my group tends to enjoy huge, detailed skill systems like the one in Shadowrun. I could see something of that sort being a easy module to drop in, and I like the simple baseline. I also want to praise the spell descriptions. I like the natural language, and feel they've done a good job being clear an concise with the effect descriptions. The only change I would make is to separate out the save information. All said, it went well, but I need to play more to really get a feel for it. Hopefully I'll get another chance soon. [/QUOTE]
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