Connorsrpg
Adventurer
Session 2 - GM Stuff / Playtest Report
Well, esp given the lack of combat, there was not a lot to report.
We used the Dec2012 version of the rules. I had a lot of fun converting the NPC Dwarf rogue (Grontwin) to these rules. They seem like the best for the player stuff. I really liked the reigning in of the attack bonuses and tying them to a class ability.
I did not update Tsuto or the goblins to the current playtest. As such they were a little weak. (I would liked to have added some monk stuff to Tsuto - as it was I added his Wis mod to AC on the fly). These guys were a pretty easy fight, but I did have goblins arrive separately, and Tsuto late in the fight.
Even with the creatures I converted, I did not go and add +3 to the creature attacks. I feel that finally the PC attacks have been reigned in, but it is at the same time the monsters went out...a lot! I mean a human commoner is now +3 attack (with 10 Str and Dex)? A human fighter with the same stats is +1? Anyway, I simply used the class bonuses as a guide. Martial creatures and those that fight for a living got a +1 attack bonus (as well as their stat modifiers). Some exceptions may have received +2, but I did not jump to the ramped up attack bonuses of the Dec2012 Bestiary.
I believe players liked the skill rules. I certainly like more dice being rolled. Once again, I simply had to memorise a few DCs (this time 10/15/20) and everything else was easy.
Prone condition seemed good. I like that there is a distance for ranged attacks to not have disadvantage, though I would double it to 20ft. Another minor nitpick. I would like to see getting up from prone at least double and cost 10ft of mvt.
I must say though, this session was VERY easy to run. Adapting the module from 3.5E on the fly was also easy. Writing up unique creatures was fun and all seemed to go as planned. There may be a few issues out there with the new playtest, but we did not strike them. My favourite so far.
Only trouble we had was one player understanding how dual-wielding worked (and her PC was specialised in it). Sal is a 4E only player up until this playtest and had trouble with each hand doing different damage, and applying penalties when doing so. (On her sheet we had attacks and damage written with each weapon for a normal attack).
We also had to convert the elf warlock over to wizard. I believe the spellcasters were happy with how things went, and the rogues seemed exceptionally versatile. (Running an NPC I had trouble even keeping up with all the options - I just rolled a random trick each round). Maybe the players can give some specifics...cheers, all.
Well, esp given the lack of combat, there was not a lot to report.
We used the Dec2012 version of the rules. I had a lot of fun converting the NPC Dwarf rogue (Grontwin) to these rules. They seem like the best for the player stuff. I really liked the reigning in of the attack bonuses and tying them to a class ability.
I did not update Tsuto or the goblins to the current playtest. As such they were a little weak. (I would liked to have added some monk stuff to Tsuto - as it was I added his Wis mod to AC on the fly). These guys were a pretty easy fight, but I did have goblins arrive separately, and Tsuto late in the fight.
Even with the creatures I converted, I did not go and add +3 to the creature attacks. I feel that finally the PC attacks have been reigned in, but it is at the same time the monsters went out...a lot! I mean a human commoner is now +3 attack (with 10 Str and Dex)? A human fighter with the same stats is +1? Anyway, I simply used the class bonuses as a guide. Martial creatures and those that fight for a living got a +1 attack bonus (as well as their stat modifiers). Some exceptions may have received +2, but I did not jump to the ramped up attack bonuses of the Dec2012 Bestiary.
I believe players liked the skill rules. I certainly like more dice being rolled. Once again, I simply had to memorise a few DCs (this time 10/15/20) and everything else was easy.
Prone condition seemed good. I like that there is a distance for ranged attacks to not have disadvantage, though I would double it to 20ft. Another minor nitpick. I would like to see getting up from prone at least double and cost 10ft of mvt.
I must say though, this session was VERY easy to run. Adapting the module from 3.5E on the fly was also easy. Writing up unique creatures was fun and all seemed to go as planned. There may be a few issues out there with the new playtest, but we did not strike them. My favourite so far.
Only trouble we had was one player understanding how dual-wielding worked (and her PC was specialised in it). Sal is a 4E only player up until this playtest and had trouble with each hand doing different damage, and applying penalties when doing so. (On her sheet we had attacks and damage written with each weapon for a normal attack).
We also had to convert the elf warlock over to wizard. I believe the spellcasters were happy with how things went, and the rogues seemed exceptionally versatile. (Running an NPC I had trouble even keeping up with all the options - I just rolled a random trick each round). Maybe the players can give some specifics...cheers, all.