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Dark Sun DnD Game Day Adventure Review
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<blockquote data-quote="LuckyAdrastus" data-source="post: 5292742" data-attributes="member: 82859"><p>I played in a party of five (the monk went unplayed). I was the ardent. I had a very good time overall.</p><p></p><p>The tembo was indeed darned hard. We used all our healing, both the healing fruits, and still barely won the fight, with me and the seeker unconscious and bleeding out (though several turns from death). I think the DM may have pulled some punches to avoid TPK. The fighter went into the last encounter with no healing surges left, and only about 2/3 hp (and then did really well and didn't fall).</p><p></p><p>I thought the characters were well-designed. There certainly seemed to be less typos that previous Game Days (I didn't notice any specifically, compared to when I played the Runepriest in the Spring and the skills were all messed up).</p><p></p><p>The seeker had good selection of powers, and the fighter got a lot of use out of his ranged wilder theme power.</p><p></p><p>I also found the skill challenge boring. I agree that high complexity challenges are too difficult if run by the rules. But, more importantly, the (otherwise excellent) DM ran the skill challenge in the most boring manner possible. Just "OK, everyone roll stealth, we need three successes." It was never clear why we were rolling stealth checks, or what the bluff check to mitigate the failures was about.</p><p></p><p>I also wish the PCs had slightly more personality. I wasn't sure if my ardent was supposed to be a crazed cannibal or not (he's unaligned, but his trained skills are dipolmacy and streetwise, not intimidate or anything similiar).</p></blockquote><p></p>
[QUOTE="LuckyAdrastus, post: 5292742, member: 82859"] I played in a party of five (the monk went unplayed). I was the ardent. I had a very good time overall. The tembo was indeed darned hard. We used all our healing, both the healing fruits, and still barely won the fight, with me and the seeker unconscious and bleeding out (though several turns from death). I think the DM may have pulled some punches to avoid TPK. The fighter went into the last encounter with no healing surges left, and only about 2/3 hp (and then did really well and didn't fall). I thought the characters were well-designed. There certainly seemed to be less typos that previous Game Days (I didn't notice any specifically, compared to when I played the Runepriest in the Spring and the skills were all messed up). The seeker had good selection of powers, and the fighter got a lot of use out of his ranged wilder theme power. I also found the skill challenge boring. I agree that high complexity challenges are too difficult if run by the rules. But, more importantly, the (otherwise excellent) DM ran the skill challenge in the most boring manner possible. Just "OK, everyone roll stealth, we need three successes." It was never clear why we were rolling stealth checks, or what the bluff check to mitigate the failures was about. I also wish the PCs had slightly more personality. I wasn't sure if my ardent was supposed to be a crazed cannibal or not (he's unaligned, but his trained skills are dipolmacy and streetwise, not intimidate or anything similiar). [/QUOTE]
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