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<blockquote data-quote="Osgood" data-source="post: 5961246" data-attributes="member: 32792"><p>My group has played 4 times now, and each session we liked the system less and less. We've decided to stop until they release new materials, but at this point, things aren't looking good for my group making the switch.</p><p></p><p>The biggest complaint is that the system is too limited and basic--especially the skills. We all recognize that rule modules will be offered, but we feel at least a few of those should have been presented by now (at least miniatures rules and additional classes/races). At this point its hard to envision the final game we may end up with, so it feels kind of pointless to play a version we KNOW we would not use.</p><p></p><p>The next complaint is with class imbalance. Some of the characters are just outright better than the others. When we get together nobody wants to play either cleric. Sure we can provide feedback, but in the here and now no one's interested in those characters.</p><p></p><p>Finally, the adventure is about as far from my group's preferred style of play as it gets. I understand others may like it, but I hated that modules back when I first started in '86, and I hate it today. I'm still running our regular 4E campaign, so I really don't have time to create another adventure, and even if I did... I do not have enough information to do so. I can guess at the encounter XP guidelines (not that the adventures helps with that at all), but I have only a handful of monsters and no traps to work with.</p></blockquote><p></p>
[QUOTE="Osgood, post: 5961246, member: 32792"] My group has played 4 times now, and each session we liked the system less and less. We've decided to stop until they release new materials, but at this point, things aren't looking good for my group making the switch. The biggest complaint is that the system is too limited and basic--especially the skills. We all recognize that rule modules will be offered, but we feel at least a few of those should have been presented by now (at least miniatures rules and additional classes/races). At this point its hard to envision the final game we may end up with, so it feels kind of pointless to play a version we KNOW we would not use. The next complaint is with class imbalance. Some of the characters are just outright better than the others. When we get together nobody wants to play either cleric. Sure we can provide feedback, but in the here and now no one's interested in those characters. Finally, the adventure is about as far from my group's preferred style of play as it gets. I understand others may like it, but I hated that modules back when I first started in '86, and I hate it today. I'm still running our regular 4E campaign, so I really don't have time to create another adventure, and even if I did... I do not have enough information to do so. I can guess at the encounter XP guidelines (not that the adventures helps with that at all), but I have only a handful of monsters and no traps to work with. [/QUOTE]
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