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Campaign Playtest - Rise of the Runelords
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<blockquote data-quote="Connorsrpg" data-source="post: 6037904" data-attributes="member: 19265"><p><strong>Session 1 - GM Stuff</strong></p><p></p><p>Just a few points that may help to explain things to others running this.</p><p></p><p>1. I made a diversion attack on an outlying farm to explain why several town guards were missing. (This was conveyed to the PCs by a young member of the militia who was raised to guard for the festival - making him feel more important).</p><p></p><p>2. I had stats for many of the goblins (see the tribes docs earlier). In all the PCs dealt with: ~20 goblins, 1 warchanter, 2 commandos, 1 leader, 4 goblin dogs. From memory only 2 PCs were knocked below 0 hps, but I do recall some discussion mentioning that goblins were dangerous. (They were a bit better than the Bestiary versions b/c they were using finesse weapons, meaning they could use their Dex (and some even had bows), but I did not end up adding +2 to their attacks as I had contemplated).</p><p></p><p>3. Monster stats were based upon the October Playtest (3). PC were still from the one before (I believe all the player stuff is about to be modified this week).</p><p></p><p>4. The module did nothing to explain what all these other important people (or the guards) were doing during the fight. I had the Sheriff appear and divide the guards (already short), and gave the description there were skirmishes everywhere. I also had several charts describing Townsfolk Deaths, Townsfolk Upper Hand and the same for the Goblins (with an extra Klutz table for them). At the end of each round the players made a general Townsfolk rolls vs the Goblins and I then read out the results. This added a LOT to the feel of the fight, but I often had to come up with more details and goblins b/c the PCs would finish theirs and then look to other skirmishes. But it was fun. (I have attached this doc now - I hope it makes more sense).</p><p></p><p>5. Running the several games was a lot of fun, and easy using the playtest rules. Lots of Ability checks and contests. The free-for-all 'Catch the Greased Pig' was fun.</p><p></p><p>6. Stealth rules. Like most editions, this is where I had some trouble. I was generous with granting advantage for those that were hidden (but needed to be harder on the 'it then takes an action to hide again'. I will be keeping that in mind next time.</p><p></p><p>7. DCs. I had memorised the DCs 10/13/16 and that made everything very easy <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I often used the levels of success as 'Raises' too, a hangover from my Savage Worlds games.</p><p></p><p>8. We use poker chips for Roleplaying rewards (and I gave out some at the start that had done a bit of 'work' prior to the game). When you get 5 white ones (10XP each) you cash them in for a blue one (50XP). I also allowed blue ones to be used as 'Action Points' to take an extra action or make a reroll. From memory I think this was only taken up on once? (I hadn't intended to do this but a player requested it and I was happy to go with it) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>9. We House-Ruled a few things (many of which seem common enough here): <strong>Glancing Blow </strong>- a roll of 5 or higher; <strong>Dwarf Poison Immunity </strong>was Advantage instead; <strong>Rogue Skill Mastery </strong>was Advantage instead of minimum of 10; <em><strong>Magic Missile </strong></em>required a roll to hit (at Advantage and damage up to 1d6+1). I tweeked our Critical Charts to suit the damage and conditions of DnDNext too. (We have always used crit charts).</p><p></p><p>Overall, I found the rules a breeze to work with. I had to ask players to look up a few things like cover, but that was easily remembered. I must say I am a fan of what has been done with the core rules so far. Advantage/Disadvantage was a lot of fun and I applied each on the fly a lot. Players were quite imaginative in their attempts to gain Advantage. I hope some players pop in to provide some specific details, but I cannot recall having any major issues with the rules.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6037904, member: 19265"] [b]Session 1 - GM Stuff[/b] Just a few points that may help to explain things to others running this. 1. I made a diversion attack on an outlying farm to explain why several town guards were missing. (This was conveyed to the PCs by a young member of the militia who was raised to guard for the festival - making him feel more important). 2. I had stats for many of the goblins (see the tribes docs earlier). In all the PCs dealt with: ~20 goblins, 1 warchanter, 2 commandos, 1 leader, 4 goblin dogs. From memory only 2 PCs were knocked below 0 hps, but I do recall some discussion mentioning that goblins were dangerous. (They were a bit better than the Bestiary versions b/c they were using finesse weapons, meaning they could use their Dex (and some even had bows), but I did not end up adding +2 to their attacks as I had contemplated). 3. Monster stats were based upon the October Playtest (3). PC were still from the one before (I believe all the player stuff is about to be modified this week). 4. The module did nothing to explain what all these other important people (or the guards) were doing during the fight. I had the Sheriff appear and divide the guards (already short), and gave the description there were skirmishes everywhere. I also had several charts describing Townsfolk Deaths, Townsfolk Upper Hand and the same for the Goblins (with an extra Klutz table for them). At the end of each round the players made a general Townsfolk rolls vs the Goblins and I then read out the results. This added a LOT to the feel of the fight, but I often had to come up with more details and goblins b/c the PCs would finish theirs and then look to other skirmishes. But it was fun. (I have attached this doc now - I hope it makes more sense). 5. Running the several games was a lot of fun, and easy using the playtest rules. Lots of Ability checks and contests. The free-for-all 'Catch the Greased Pig' was fun. 6. Stealth rules. Like most editions, this is where I had some trouble. I was generous with granting advantage for those that were hidden (but needed to be harder on the 'it then takes an action to hide again'. I will be keeping that in mind next time. 7. DCs. I had memorised the DCs 10/13/16 and that made everything very easy :) I often used the levels of success as 'Raises' too, a hangover from my Savage Worlds games. 8. We use poker chips for Roleplaying rewards (and I gave out some at the start that had done a bit of 'work' prior to the game). When you get 5 white ones (10XP each) you cash them in for a blue one (50XP). I also allowed blue ones to be used as 'Action Points' to take an extra action or make a reroll. From memory I think this was only taken up on once? (I hadn't intended to do this but a player requested it and I was happy to go with it) :) 9. We House-Ruled a few things (many of which seem common enough here): [B]Glancing Blow [/B]- a roll of 5 or higher; [B]Dwarf Poison Immunity [/B]was Advantage instead; [B]Rogue Skill Mastery [/B]was Advantage instead of minimum of 10; [I][B]Magic Missile [/B][/I]required a roll to hit (at Advantage and damage up to 1d6+1). I tweeked our Critical Charts to suit the damage and conditions of DnDNext too. (We have always used crit charts). Overall, I found the rules a breeze to work with. I had to ask players to look up a few things like cover, but that was easily remembered. I must say I am a fan of what has been done with the core rules so far. Advantage/Disadvantage was a lot of fun and I applied each on the fly a lot. Players were quite imaginative in their attempts to gain Advantage. I hope some players pop in to provide some specific details, but I cannot recall having any major issues with the rules. [/QUOTE]
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