Detailed Memorial Day Playtest Experience (Spoilers)

Retreater

Legend
Memorial Day Playtest Report (spoilers)

A few players from my regular D&D Encounters group decided to get together and try the D&D Next playtest this Memorial Day. The players included two players whose primary exposure to D&D was 4E, another who started in 1st edition, another player who started in 3.5, and another who began in 2nd edition (as did I – the DM). All consider themselves primarily 4E fans, perhaps except me (I’ll take anything).

I drew the maps on a white board and we used miniatures to demonstrate relative position. Tactical movement was handled abstractly and quickly.

The group decided they wanted the full playtest experience and wanted to “roll” play not “roleplay.” I hand-waved the already limited roleplaying situations and investigation I had developed for the Keep, and deposited them outside the kobolds’ lair.

Everyone failed his or her Wisdom check to notice the hiding kobolds. The kobolds retreated into the cave mouth to get out of the bright light. Outnumbering the group, they launched devastating dagger attacks with advantage. A well-placed burning hands from the wizard charred half of the kobolds, reducing their numbers and sending the kobolds wailing into the depths of their cave.

The group assessed their health and found a healing potion in a wrecked cart outside the cave (DM gift). The rogue had no difficulty spotting the pit trap inside the cave. He crossed it on a plank and headed into the kobolds’ sentry section. Grossly outnumbered, the Halfling retreated to his companions. With advantage, the kobolds threw their daggers, dropping the fighter and wizard. The rogue deliberately tripped the pit trap, so the priestly cleric and rogue could rely on ranged attacks to pick off the kobolds, who were forced to resort to their less effective spears (after using all their daggers). At last, one kobold remained, and the rogue leaped across the pit, killing the kobold with a dagger thrust.

Exploring the caves deeper, the party found a guard post of elite kobold soldiers. The four took position, surrounding the fighter who had charged into the room. The group had difficulty felling the soldiers, and the door beyond opened. Five kobold grunts emerged with the kobold chieftain. The party’s fighter fell, and things were looking grim as the chieftain approached the rogue, swinging his axes with fury. From his safe position in the back ranks, the wizard launched a sleep spell into the room beyond. Every single kobold with the exception of the chieftain fell to his enchantment. The group focused on the chieftain and quickly slayed him. They coup de graced the slumbering reptilians that remained.

All of this adventure took about one hour.

We played for an additional hour and a half, exploring the goblin caves. The goblins were basically pushovers because they couldn’t gain advantage as easily as the kobolds. One combat that looked like it could have gotten scary was with the ogre, but the party soundly defeated him. The only time it got bad was when the wizard approached in melee range to attempt a shocking grasp – and even though he hit, he was summarily hit with a great club and dropped to dying.

The wizard’s player had to leave, but the party decided to continue the playtest with the rogue, fighter, and two clerics. They eventually made a “wrong turn” and ended up in the hobgoblin caverns. The group decided “in the spirit of playtest” to take on a room of 13 hobgoblins. In the end, one party member (the dwarven knight cleric) was facing down the sole remaining hobgoblin. It was anybody’s fight, but the hobgoblin lucked out, and the group’s foray into the Caves ended in a TPK.

The group discussed what they thought of the game afterwards. Yes, it felt like D&D, but 2nd edition. They liked the fast combat and the time for exploration over 4th edition. They didn’t like the healing mechanic (and calling it “hit die” was very misleading to them). They liked using the white board as a compromise between a battle grid and the standard “theater of the mind” used by D&DN. As it is now, they can’t see it as a substitute to 4E – except the last-to-die dwarven knight cleric (one of the new to 4E players).

They would like to try the playtest again, perhaps with 3rd level characters. (It is interesting to note that the characters almost made it to 2nd level in 2.5 hours of playtesting.) In the meantime, they want to try to modify 4E to go faster.

From a DM’s perspective, it was very easy to DM. On the plus side, if an encounter went disappointing for me (such as the too easy ogre), I found comfort in that it would be over in 5 minutes and we could move right along. The fast pace of the combat sequence made all players more active (no waiting 15 minutes for your turn to come back around).

Retreater
 

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Thanks for the report. I like reading these.

We have a playtest scheduled for 5 sessions over a long weekend. By the sounds of it the PCs will definitely level up over that time. Should I also have another adventure prepped do you think?

BTW - were there any real highlights (regarding the rules) or concerns with the rules? Ie; what feedback would you give Wizards after the playtest?
 

Other than the faster combat, what mechanics did your players like and dislike?

My group agreed its not quite enough to switch yet, but it looks pretty promising.

Hope your 3rd level test goes well.

Cheers!
Kinak
 

Great report, thanks! However...

The group decided they wanted the full playtest experience and wanted to “roll” play not “roleplay.” I hand-waved the already limited roleplaying situations and investigation I had developed for the Keep, and deposited them outside the kobolds’ lair.

If you read the preamble in the adventure, the idea of the playtest was to see if your group could take this ruleset and play it like you would normally play, not to test the balance in combat. I have the sneaking suspicion that that is what the first feedback survey is going to be mainly about...
 

BTW - were there any real highlights (regarding the rules) or concerns with the rules? Ie; what feedback would you give Wizards after the playtest?

Advantage for the kobolds is devastatingly too good. "Mini bosses" such as the ogre (which would be considered an elite in 4E) need an extra "oomph" such as an action surge - they just can't do enough to challenge a party on their own. The dwarven cleric is too good - imbalanced with the other classes (AC too high and ability to cast). 15 is not a Moderate DC - it's actually fairly difficult for a group to make (without skill ranks). Must put in something like opportunity attacks lite - otherwise the monsters can move into position everytime.

Highlights were the pit-jumping halfling and feeding the kobold bodies to the cave rats (not in the initial playtest report - but it was a clever idea).

Should I also have another adventure prepped do you think?

You will need other material than what is supplied. You may be able to lengthen it a bit with roleplaying and some exploration.

Other than the faster combat, what mechanics did your players like and dislike?

They liked advantage and disadvantage (even though they bellyached about the kobolds getting it in about every combat - which I agree is a bit excessive - makes them far worse than goblins or hobgoblins). The group appreciated the wizard's "encounter-ending" spells such as sleep and burning hands. The priestly temple cleric enjoyed easily making healing kits and potions and even attempted to start a potion-brewing business amongst her fellow party members. The group thought the electrum pieces were funny (the pre-3e players laughed it up and the newer players thought it was ridiculous - but enjoyed them).

If you read the preamble in the adventure, the idea of the playtest was to see if your group could take this ruleset and play it like you would normally play, not to test the balance in combat. I have the sneaking suspicion that that is what the first feedback survey is going to be mainly about...

Right. However, this group usually skims over roleplaying and exploration during Encounters as well. Additionally, they felt no real attachment to their pre-generated characters. I put in a bit of roleplaying between their forays to the caves with a humorous dwarven tapmaster who ran a thematic tavern called the Froth Giant. I also added a little exploration in searching for a stolen religious relic of Pelor in the Caves, but there isn't a lot to work with in the adventure (which is just a skeleton of combat encounters).
 

If you read the preamble in the adventure, the idea of the playtest was to see if your group could take this ruleset and play it like you would normally play, not to test the balance in combat. I have the sneaking suspicion that that is what the first feedback survey is going to be mainly about...
On the other hand, we also learned that 5e does not fail as a "roll"playing game. :p
 

It worked for "Role Play" as well. Rather than going straight to the caves...I took the village of Homlet...placed it in 7th Century Scandianiva, (Kvenland), re- skinned it a bit, and in a 4 hour session, probably spent 3.5 hours playing with the players talking to townsfolk and meeting the Jarl.

After giving the Jarl gifts, and spending the night in his hall..the group agreed to attempt to locate his son that was recently abducted. The group negotiated the services of the Jarl's best tracker, ( secretly in league with the Hobgoblin slavers aligned with the temple of the eye in the caves).


Add in an impontu Supernatual encounter with a personification of The Bear Spirit, requested assistance in locating her chosen cub ( now the sleeping pallet of the Ogre) , or else she would inspire wrath in all her children, (da Bears), including the town. A vision of the Ogre from the caves was given.


Only after this did an ambush by Bugbears transpire, with a large fire started in the gorge by a Burning Hands spell. Also the group made a strategic move back toward the entrance of the Kobold cave where a slight skirmish occurred while the remaking 2 of 4 Bugbears slinked back to report to their tribe.


It was a fun time for my admittedly "Role" play heavy group... But I could run a 6 mos Temple of the Eye campaign (T.T.o.E.E in reality), pretty easily I think.
 

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