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Dark Sun DnD Game Day Adventure Review
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<blockquote data-quote="BlackTiger" data-source="post: 5292023" data-attributes="member: 68130"><p>I came in ready to run and ended up playing. My experience may be different - We ran a 4-man table with Ardent, Fighter, Seeker, Warlock... And had very little trouble compared to my past 4E experiences. Down the line...</p><p></p><p>The Skill Challenge was boring, I didn't look at the write-up but experiencing it was droll. Not having to secure or worry about survival days bothered me as well.</p><p></p><p>Fighting both the elves and the top-room baddies were reasonable challenges. Got bloodied, spent some surges, moved on. The fighter and the ardent spent the most time in melee obviously, but there wasn't a single round the enemies weren't suffering some debuffs. In every fight the Ardent (me) was bloodied and every time at least one bad guy went down to the resulting combat advantage. </p><p></p><p>Fighting the Tembo was tough, especially when we first got scratched up... things were bad until we managed to lure it to one side of the water and just pound it with slowing effects. Stacking the Ardent's -4 defenses / Vuln 5 together helped offset lots of insubstantial damage eating - And then the Ardent daily pretty much murdered the thing single-handedly, considering how many attacks it was making in an average round, getting smacked back in the face almost every single time. </p><p></p><p>The fight back up top was rough, and we were down to our last legs by the end of it, out of surges and bloodied, but it seemed just about right. I have a few suspicions as to why this is, obviously colored by the character I played - </p><p></p><p>With four players, the Ardent is almost exactly the right amount of healing. The Mul's reactive second wind plus one other power in the party that grants a surge kept the party up in tough spots, and being very cautious about how we spent surges kept us with just enough left. I didn't think the Pregens were that bad - The Seeker could've used some Vs. Will attacks and there wasn't quite enough psychic damage for my taste (in our limited party) but that's fiddly, and the close burst mark + daily weapon power combo on the Ardent was not exactly highlighted, but not too hard to miss.</p><p></p><p>As an experienced player, I found a lot to recommend the party mix, even if some of the adventure's transitions were a bit bland. I liked the choice of endings, as it were, but any real complaints was more with the presentation at my table than the original material I think.</p></blockquote><p></p>
[QUOTE="BlackTiger, post: 5292023, member: 68130"] I came in ready to run and ended up playing. My experience may be different - We ran a 4-man table with Ardent, Fighter, Seeker, Warlock... And had very little trouble compared to my past 4E experiences. Down the line... The Skill Challenge was boring, I didn't look at the write-up but experiencing it was droll. Not having to secure or worry about survival days bothered me as well. Fighting both the elves and the top-room baddies were reasonable challenges. Got bloodied, spent some surges, moved on. The fighter and the ardent spent the most time in melee obviously, but there wasn't a single round the enemies weren't suffering some debuffs. In every fight the Ardent (me) was bloodied and every time at least one bad guy went down to the resulting combat advantage. Fighting the Tembo was tough, especially when we first got scratched up... things were bad until we managed to lure it to one side of the water and just pound it with slowing effects. Stacking the Ardent's -4 defenses / Vuln 5 together helped offset lots of insubstantial damage eating - And then the Ardent daily pretty much murdered the thing single-handedly, considering how many attacks it was making in an average round, getting smacked back in the face almost every single time. The fight back up top was rough, and we were down to our last legs by the end of it, out of surges and bloodied, but it seemed just about right. I have a few suspicions as to why this is, obviously colored by the character I played - With four players, the Ardent is almost exactly the right amount of healing. The Mul's reactive second wind plus one other power in the party that grants a surge kept the party up in tough spots, and being very cautious about how we spent surges kept us with just enough left. I didn't think the Pregens were that bad - The Seeker could've used some Vs. Will attacks and there wasn't quite enough psychic damage for my taste (in our limited party) but that's fiddly, and the close burst mark + daily weapon power combo on the Ardent was not exactly highlighted, but not too hard to miss. As an experienced player, I found a lot to recommend the party mix, even if some of the adventure's transitions were a bit bland. I liked the choice of endings, as it were, but any real complaints was more with the presentation at my table than the original material I think. [/QUOTE]
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