D&D eXPerience: My Experience

Highlights of our accidental dinner with Mike and Rob:

Sat down, realized “hey that Mike Mearls and Rob Heinsoo” and then my friend (who didn’t know who they are) starts asking them questions about this binder they have…which I think was actually the talking points. Like I said, they where very generous with their time…

Mike’s favorite feature of 4E: The healing system. Apparently they did a lot of iterations (this was sort of the theme of the conversation). Including reserve points from JoTs Omega World. Mike really liked the final result (more HP, healing surges…), seeing it as simpler then other alternatives. He like how it separated the tactical part (your HP) from the strategic part (your surges) in a straight forward way. I am not so sure its that simple…but in play we did start to really get the hang of it after a few hours.

All the 4Es. They talked a lot about this. All the many versions before getting the right one. Including a lot of things that didn’t feel right, like full healing between combats. (Don’t heal me, lets just get the battle over, and that will heal me). They said it was probably last spring when they got the game to the point where it became a fun thing to do, and not just something they where working on trying to fix.

Novelty of per encounter powers: Mearls noted that while not 100% original (some storyteller games had per scene abilities), we agreed that in the D&D context, they really where. And this was point where they really started to pull away from older versions of the game. We also talked about how straight forward it is (versus say, “resetting your psionic focus”).


Wizard powers that didn’t make the final cut:

The d4 damage autohit magic missile. Why: it became a crutch. Even with measly damage, people still (over) rellied on it, even when they really shouldn’t.

The exploding wizard: burst damage with the wizard at the center. Problem: wizard suicide bombers. They would run into combat, do the burst, and then being in combat, die soon after. A wizard jumping into a pit of dangerous vermin seemed to be the last straw.

Game Play vs. Simulation: Rob came right and said that people who are into detailed simulation may like the game less then people focused on how it actually plays. His hope/belief was that the audience would like this change in focus.

Optimal and suboptimal builds in 3E: Mearls “people who really liked to build characters in Champions are the people who really liked to build characters in 3rd edition”. Heinso speaking to JoT: “Its great how you included so many character building options in 3rd edition. And how many of them sucked”. Message: there is still room for optimization, but corner cases and “bad builds” have a smaller role in 4E.

Their flavour and ours: In response to a comment of mine on how they may have been pushing the world stuff (versus the crunch) a little bit too much, Rob came right back and said “Of course, D&D is played by smart and imaginative people who can and want to make up their own worlds.”

I may think of more latter.
 

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Hey Dave, what was the solo monster you fought? The black dragon that's getting all kinds of face time?

Tell us about the traps!
 

Great stuff. A few things:

-Does magic missile still have multi-missiles? I know the sheet says one, but its a 1st level wizard. Do the number of missiles increase every other level? Or has that most sacred of chuwawa'z been slaughtered? :)

-The black dragon. What age category was it? I ask because i hope they have trimmed down the age categories to make them less of a headache.

-How did the paladin do? Was it a powerful contributor, and how did it seem to compare to the other classes?

-What about the warlock? (same as above)

Regards
 

TerraDave said:
Quick answer:

It has been a lot of hype. But play confirmed much of it is true. The charecters really could do a lot, but wheren't that hard to run. Play was pretty fast. We did have multi-opponent encounters in big rooms with interactive traps and terrain. The solo monster was a mother*&#@, but we hung in there. We did do a lot in a day (and it was fun). Even the flavour side, where I have been skeptical, felt better when matched up with mechanics and play.


Thanks, amigo. I like that your party got a lot done, even if you were new to the system, and managed to have fun doing it. I was kind of thinking that a lot of the clumsier elements we've seen will probably look better when played in the game and placed in context.

Much luck and have fun. And keep it coming!
 

Sitara said:
-Does magic missile still have multi-missiles? I know the sheet says one, but its a 1st level wizard. Do the number of missiles increase every other level? Or has that most sacred of chuwawa'z been slaughtered? :)
I suspect that the players learned little that is off-sheet. We know that some powers scale with level, and none of the powers we've seen on the sheets say anything about that. That said, magic missile counts as a basic attack, and I suspect that basic attack powers will be limited to single-target powers.
 

Rechan said:
Hey Dave, what was the solo monster you fought? The black dragon that's getting all kinds of face time?

Tell us about the traps!

Yes, it was black dragon. Large size, about 280 hit points...said to be 4th level.

And we gave it a go. I should note that we did make a big tactical error. We decided to try to use sneak for once. So the ranger and I (the wizard had skill training as a feat in sneak, which I think built on a race bonus..) go ahead...and walk right into it. We just get clobbered by the thing. Even the warlock cursing its mind and sliding it around was not enough to compensate...

But anyways. One trap was a presure plate thing so that if you move, it shoots: at everyone in the range. Charecter 1 moves, gets shot. Chatercter 2, moves, both 1 and 2 gets shot. It could also imobilize. So you could get stuck there, and keep getting shot.

Another was a rock that on a rope that could be thrown and could push your charecter around, including into a slime pit where they where imobilized (I am not doing justice to this: the rock we a real pain).

In a related vein: the kobolds had slingers who used fire pots, glue pots, and stink pots, each with an ongoing side effect. I really enjoyed killing those slingers...

EDIT: You can use perception to find traps. Thievery allows for disablement.
 
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Halfling Paladin: a mighty little champion! I think he did fine. He had his defender stuff, including challenge that he used a lot to tie down opponents (or I should say kill them when they moved around). He could pound it out in melee. He also had the buffing side, including lay on hands and at least one smite that gave an AC bonus.

Half-Elf Warlock: very flavourfull, with evocative powers. Relied much more on mobility then the wizard. Charisma oriented. Had both the bluff and thievery skills. One thing, those "fey" she had the pact with are nasty...
 

TerraDave: I think I was in the bar at the same time as you. I was the guy sitting alone on the other side of Rob and Mike. I thanked you and your friend for asking the hard questions so I didn't have to. I got Rob's name when I got up to go, but had no clue the other guy was Mike. I'm such a fan of his work too. dangit.

Rob was great! He was very interested in my feedback, and not knowing who he was I gave it to him unfiltered. Luckily it was mostly pretty good.

I played the dwarf warrior in the first round. Not as solid an aggro mechanic as the paladin's (which still feels a little broken and exploitable to me) but lots of hit points and healing surges made for a more intense series of ups and downs. I also put out some pretty solid damage. I don't have a direct comparison to the ranger or warlock, but I felt I was still doing my part in the damage race while I tried to keep myself between the party and our adversaries.

I played the cleric in the second event. I wasn't as happy with the cleric. I've never played them in the past. It might be more fun with a different set of powers.

The warlock and the ranger both seemed like great fun. I'm going to head in to do some delves on Saturday and see if I can get one of those characters.
 
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TerraDave said:
I wish I had (by using sleep)!

We had a bunch of other conditions though. Mostly ongoing damage of various types, some ongoing ac and to hit penalites, and occasional imobilization. The new saving throw mechanic to break ongoing effects: big deal in play.

So is that one saving throw per condition or one saving throw to end all conditions?
 

TerraDave said:
Game Play vs. Simulation: Rob came right and said that people who are into detailed simulation may like the game less then people focused on how it actually plays. His hope/belief was that the audience would like this change in focus.
On behalf of all the players currently wearing my underwear---we approve of this shift in focus!
 

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