Conclusions after three play tests

Blackbrrd

Adventurer
I have done three play tests with three different parties:
1st party: Warlock, Ranger, Fighter
2nd party: Fighter, Rogue, Cleric, Wizard
3rd party: Paladin, Fighter, Ranger

The characters were the test characters provided by WoTC, except for the rogue which was fan-made.

The ranger and the warlock are really dependent on their to-hit modifier. Without a high enough to-hit they aren't filling their role. I think that counts for all strikers. If you don't do damage, you aren't filling any secondary rolls either.

If you have a bad day as a Paladin, you can still heal with lay on hands and mark. If you are a cleric you can use healing word. Because of this, these two characters are probably the classes relying least on their to-hit rating.

The fighter can mark and soak damage and with the help of a cleric or paladin have tremendous staying power, and thus filling his role. One of the encounter powers, and one of the at-will powers are relying on being able to hit multiple foes, which isn't that useful with 2-3 enemies.

The rangers encounter powers don't really help him to fulfill his role as a striker, as he is primarily a ranged fighter. You don't need the fey step, except to get out of stinky situations. The daily power, while really good isn't very helpful against solo mobs.

The wizard is a bit special, since his attacks often targets multiple enemies, with multiple to-hit rolls, which makes him rely less on how good he rolls. He will probably hit 1-3 enemies anyway.

We made a rogue who used a dagger and a crossbow (which grants +3 and +2 to hit), and with 18 dex this gives +7 to hit. Using piercing strike this is +7 vs reflex which enables the rogue to hit often (compared to the rangers +6 vs ac). It was therefore easier for the rogue to hit than nearly any other character. The rogue also went for combat advantage anyway, sneaking along to gain combat advantage at the start of combat. This often gave a opening shot with the crossbow at +8 vs reflex with 3d6+4 damage which is really good for an at-will power. It had a much stronger STRIKER feeling than the ranger or warlock.

The warlock just didn't make an impression, maybe because the abilities to avoid damage really wasn't necessary? It doesn't compensate for the lack of ability to perform the strike role due to +4 attack vs for instance will. Compared to the rogues +8 its just puny.

Monster play
The kobolds where a blast to run. They did their job and the players could mostly hit them except on low rolls. I ran with a bit to few of them, but that could easily be fixed by running 5 of them instead of 3 as I did.

The hobgoblins were more of a challenge - or a drag rather. Especially the soldier with AC 20, Fort 18, ref&will 16 and 47hp. Even the rogue with combat advantage needs to roll 12, or 11 with a dagger. If there are two hobgoblins soldiers adjacent to each other the rogue needs atleast 13 - with combat advantage. The fighter would need 16. My players wasted dailies with no effect against these. Or like the fighter who had to try three times before he hit with his daily (reliable).

I didn't run the PC's against level 4 solo lurker dragon, but against something like level 2 elite lurker. That went quite well actually (lowered ac by 6, lowered defenses by 4, hp to 125 and skipped the darkness/fear ability).

Conclusions
Be careful when selecting monsters, especially look at their defenses. Too high AC is no fun.

I wouldn't have selected the abilities/powers combinations that are on the ranger and warlock. There just isn't enough synergy. I didn't like the builds at all.

I really liked the rogue, wizard, cleric and paladins, while I would maybe have tinkered a bit with the fighter.

Addenum:
The rogue was a halfling with the following abilities/powers:
Weapons: dagger and crossbow
At-will: Piercing strike,Deft Strike
Encounter: Positioning Strike
Daily:Positioning Strike (didn't have any daily powers to choose from, so just did 2w damage instead of 1w)
Other: Artful Dodger
 
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Blackbrrd said:
I wouldn't have selected the abilities/powers combinations that are on the ranger and warlock. There just isn't enough synergy. I didn't like the builds at all.

This. I played the ranger when we playtested 4E, and while Careful Shot + Hunter's Mark brought the pain, it was about all I did most of the time since it was pretty easy to stay outside melee range. Without seeing the ranger class it's hard to say how it could be done better, but i have to assume there are a few more archer-centric powers that might have been better choices. I did get to use my daily power, but only because I knew the "boss fight" was going to be a solo dragon, so I spent the daily in a prior encounter to take out a kobold chieftain and his wyrmpriest.

I did actually find fey step useful on a few occasions--not for evasion, but for tactical positioning. In one fight I used it to jump past a group of kobolds so I could designate their leader as my quarry, and in another I used it to teleport past a few brutes to end up adjacent to an enemy the wizard had knocked out with sleep so I could coup de grace the bugger.
 

I have also seen reports of Fey Step used to get up on ledges, etc. In the demo I played, it was used to get outside faster than anyone else could to shoot a guy in the face.
 

Something I see with the playtests, is that people get more fun out of the Ranger and the Warlock when their movement powers actually come into play, when Fights are set up with rolling boulders and pits and encounters where there are obvious "squishies" for them to shoot, if you fighting 2 hobgoblin Soldiers and some minions, their powers don't really come into play and seem pretty pointless.
 

Fey Step is an ability that depends greatly on who's using it. On a squishy chararacter, it helps them stay out of trouble. On a tougher character, it helps them get into trouble, especially for melee-weak fighters and paladins. And on rogues, it's almost a 1/encounter "I flank. Now."

@Blackbrrd: BTW, I think you missed the rogue's Weapon Talent class feature. Attack bonus with a dagger should have been +8. I also think you underestimate the value of targeting a defense rather than AC; with the exception of the kobold slinger, all the kobolds have a Will defense 2-5 points lower than their AC, and their Reflex is only a bit better. When the hobgoblin soldier is in Phalanx mode, his Will and Reflex defenses are a whopping 6 points lower than his AC!
 

In several of the sample combats I've run, the warlock was the highest damage dealer! While her attack bonus isn't super high she can switch between targeting Reflex or Will and pretty easily gets the +1d6 damage each round. There are plenty of creatures that have 14 or lower for at least one of those defenses. If she's having trouble hitting she can burn an action point for +3 and unload her encounter or daily.

Admittedly, I haven't tried a rogue but the warlock seems to do well enough. I agree that the ranger build seems a bit funny. It's like they tried to put in some melee stuff so he wouldn't be a pure archer, but it didn't seem to quite work.
 

bganon said:
In several of the sample combats I've run, the warlock was the highest damage dealer! While her attack bonus isn't super high she can switch between targeting Reflex or Will and pretty easily gets the +1d6 damage each round. There are plenty of creatures that have 14 or lower for at least one of those defenses. If she's having trouble hitting she can burn an action point for +3 and unload her encounter or daily.

Admittedly, I haven't tried a rogue but the warlock seems to do well enough. I agree that the ranger build seems a bit funny. It's like they tried to put in some melee stuff so he wouldn't be a pure archer, but it didn't seem to quite work.

Also, keep in mind that the Warlock is supposed to be mobile. Look at the DDXP character sheet. He has Shadowstep and Prime Shot for a reason. Whenever he moves more than 3, he gets concealment, which in turn allows him to hide as he moves and snipe with combat advantage. Basically that's an additonal +2 to hit any creature that he succeeds in hiding from. +3 if he's the closest PC to it.

There will probably lots of synergy among abilities that people just aren't noticing yet. But I bet that basic strategies like the sniping with concealment described above will become common knowledge and an expected tactic soon after the books come out.
 

Aside from their poorly made pregen characters, the Warlock and the ranged Ranger (as opposed to TWF) I think are going to be some of the more 'advanced player' classes. Definitely not for noobs, mainly because you're going to have to wring every bonus out of the system that you possibly can and work with the party to put the hurt on where it's needed most.

It's easier to bring the pain with the Rogue, you go for as many attacks as possible and combat advantage, max out Dex, grab Acrobatics and try not to get mobbed.

One thing that severely irks me about the 'Lock is that Eldrich Blast is range 10 while the Wizard gets Magic Missile at range 20. Though I get that the 'Lock is supposed to be a mid-range member of the party it does feel a little off balance since both powers (not counting Curse) do the same average damage thanks to the higher low-end on MM.

One thing I'd like to point out that you don't mention, Blackbrrd, is the Fighter's reliable powers. Where the 'Lock and the Ranger can waste their shots, the Fighter's going to do his damage at some point during the day... and that's alot of damage.

Fey Step's going to be nice for defenders. Being in the right place at the right time to get maximum effectiveness for your abilities is going to be important. I mean, for the first time, I can see an Eladrin Fighter or Paladin or Swordmage - spear and longsword type - taking the back rank and hopping to the front if needed.
 

cdrcjsn said:
Also, keep in mind that the Warlock is supposed to be mobile. Look at the DDXP character sheet. He has Shadowstep and Prime Shot for a reason. Whenever he moves more than 3, he gets concealment, which in turn allows him to hide as he moves and snipe with combat advantage. Basically that's an additonal +2 to hit any creature that he succeeds in hiding from. +3 if he's the closest PC to it.

There will probably lots of synergy among abilities that people just aren't noticing yet. But I bet that basic strategies like the sniping with concealment described above will become common knowledge and an expected tactic soon after the books come out.

Well I don't know what the 4e rules are, but in 3e you can't hide from an enemy who is observing you without an ability like hide in plain sight. Concealment is not enough unless it's full concealment.
 

Blackbrrd said:
I have done three play tests with three different parties:
1st party: Warlock, Ranger, Fighter
2nd party: Fighter, Rogue, Cleric, Wizard
3rd party: Paladin, Fighter, Ranger

The characters were the test characters provided by WoTC, except for the rogue which was fan-made.

The fighter can mark and soak damage and with the help of a cleric or paladin have tremendous staying power, and thus filling his role. One of the encounter powers, and one of the at-will powers are relying on being able to hit multiple foes, which isn't that useful with 2-3 enemies.

I fully agree with this, also the fighter's at wills seemed pretty weak.

The rangers encounter powers don't really help him to fulfill his role as a striker, as he is primarily a ranged fighter. You don't need the fey step, except to get out of stinky situations. The daily power, while really good isn't very helpful against solo mobs.

Fey step isn't a ranger ability. It's an eladrin ability!

The wizard is a bit special, since his attacks often targets multiple enemies, with multiple to-hit rolls, which makes him rely less on how good he rolls. He will probably hit 1-3 enemies anyway.

Doesn't the wizard only roll once when using an AoE spell?

We made a rogue who used a dagger and a crossbow (which grants +3 and +2 to hit), and with 18 dex this gives +7 to hit. Using piercing strike this is +7 vs reflex which enables the rogue to hit often (compared to the rangers +6 vs ac).

The ranger has an ability to give himself +4 to hit, I don't think it's that bad. (Also, +6 is only 1 point less than +7.)
 

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