I thought the game dragged a bit when the fighters started chaining short rests together so they could repeatedly use second wind and not rely on the nearby cleric twiddling her thumbs.
I was going to say something similar
Actually, I thought the fighters weren't going to remember that they even had the ability. The Noble only did so in the nick of time.
Have just finished watching, and found it enjoyable. As others said, the mix of male/female and experienced/inexperienced kept things interesting. And it felt similarly fast and loose to the games I've run of the playtest.
A few interesting snippets I caught during the adventure and in the Q&A afterwards:
- Critical hits are now double(dice)+modifiers
- There are guidelines in the adventure to help new DMs deal with the exploration rules (movement speeds, when active and passive perception come into play, how they tie into surprise, etc.)
- The official character sheet has been modified (post starter set) to include a place for marking Inspiration.
- Third page of the full sheet will include a place to mark a faction
- Full three-page sheet will be in Basic on the 3rd
The artist who designed the character sheet was one of the players in the session. Hats off to her - it's a great sheet! She and the guy playing the Noble both cited the Traits/Ideals/Bonds/Flaws as their favourite things about the characters. I concur.