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D&D Gameday: Into the Shadowhaunt
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<blockquote data-quote="maransreth" data-source="post: 4275418" data-attributes="member: 4390"><p><strong>[PLAIN]A player's thoughts on the Gameday module. [Spoilers][/PLAIN]</strong></p><p></p><p>Mistress Dodo & I played in the WWGD today and had fun trying out the new edition. For us at this point we are only purchasing the PHB as we are not sure if we will be playing the new version, the old version or anything at all with twins on the way. But I thought I would put my thoughts of the module and the brief exposure to the game so far.</p><p></p><p>The module is called Into the Shadowhaunt and is for 1st level characters. There were two fighters, a rogue, cleric and wizard. For what combat there was, I think the mix was a bit off. Yes two fighters are needed to keep the monsters busy, but they have to be able to stay in their face and not be caught up by other factors.</p><p></p><p>It would have been nice if an overview of the new rules had been included for players to read, so they would have a bit of an idea of the differences. Unsure if the DM was meant to do that, but ours didn't.</p><p>For example, healing surges - what type of action are they?</p><p>When an encounter is over, can a player still use healing surges?</p><p></p><p>The first fight was great, I don't know if we just had bad luck or what but it took forever to kill the enemy. Plus attempting to jump over trapped sarcophagi was interesting.</p><p></p><p>We decided to forgoe saving the boys and went straight to the big boss fight, which was a bit of a let down. Again the fighters couldnt get too close as the elf was on a dais, and all they could do was take on the skeletons.</p><p></p><p>We didn't do well against the the statues and ended up bringing down the ceiling, leaving the dying rogue in with the statues.</p><p></p><p>Lastly, was there meant to be a way to get the boys out of the circle without activating the statues?</p><p></p><p>What I did find interesting was the flat saving throws. It was nice to have a few abilities to choose from, but as the cleric I had to get in close to use mine, and that never happened.</p><p></p><p>What did others think of the module?</p><p></p><p><em>(The following is added after spending some time reading the rules from the PHB)</em></p><p></p><p>Ok, after having read parts of the PHB I am able to answer some of my questions and I see that we boo-booed a few things while playing.</p><p></p><p>The only healing surge you can use in combat is the Second Wind. We were also using normal healing surges in combat to heal ourselves, whereas the rules state that you can use an unlimited number of healing surges outside of combat.</p><p></p><p>But this then leads to another question - when a cleric uses Healing Word (and I was the cleric in this instance) when it says the target can spend a healing surge to heal, what happens if the target is on negative hps? </p><p></p><p>Also why does my cleric have three At Will abilities - Lance of Faith, Priest's Shield and Righteous Brand? In the rules it says only two At Will abilities. Or was I meant to only use two of them?</p></blockquote><p></p>
[QUOTE="maransreth, post: 4275418, member: 4390"] [b][PLAIN]A player's thoughts on the Gameday module. [Spoilers][/PLAIN][/b] Mistress Dodo & I played in the WWGD today and had fun trying out the new edition. For us at this point we are only purchasing the PHB as we are not sure if we will be playing the new version, the old version or anything at all with twins on the way. But I thought I would put my thoughts of the module and the brief exposure to the game so far. The module is called Into the Shadowhaunt and is for 1st level characters. There were two fighters, a rogue, cleric and wizard. For what combat there was, I think the mix was a bit off. Yes two fighters are needed to keep the monsters busy, but they have to be able to stay in their face and not be caught up by other factors. It would have been nice if an overview of the new rules had been included for players to read, so they would have a bit of an idea of the differences. Unsure if the DM was meant to do that, but ours didn't. For example, healing surges - what type of action are they? When an encounter is over, can a player still use healing surges? The first fight was great, I don't know if we just had bad luck or what but it took forever to kill the enemy. Plus attempting to jump over trapped sarcophagi was interesting. We decided to forgoe saving the boys and went straight to the big boss fight, which was a bit of a let down. Again the fighters couldnt get too close as the elf was on a dais, and all they could do was take on the skeletons. We didn't do well against the the statues and ended up bringing down the ceiling, leaving the dying rogue in with the statues. Lastly, was there meant to be a way to get the boys out of the circle without activating the statues? What I did find interesting was the flat saving throws. It was nice to have a few abilities to choose from, but as the cleric I had to get in close to use mine, and that never happened. What did others think of the module? [I](The following is added after spending some time reading the rules from the PHB)[/I] Ok, after having read parts of the PHB I am able to answer some of my questions and I see that we boo-booed a few things while playing. The only healing surge you can use in combat is the Second Wind. We were also using normal healing surges in combat to heal ourselves, whereas the rules state that you can use an unlimited number of healing surges outside of combat. But this then leads to another question - when a cleric uses Healing Word (and I was the cleric in this instance) when it says the target can spend a healing surge to heal, what happens if the target is on negative hps? Also why does my cleric have three At Will abilities - Lance of Faith, Priest's Shield and Righteous Brand? In the rules it says only two At Will abilities. Or was I meant to only use two of them? [/QUOTE]
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