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For me, (if I play it at all) I think Draw Steel will be for tactical skirmish games. There's too much going on for me to create stories, narratives, campaigns, role play. Just like a 3 hour, exhausting chess match with swords and spells. Basically like a crunchier Gloomhaven.
Sure you "could" have a campaign with it, but my god, it looks exhausting. It reminds me of my 4E campaign a few years ago when a fight would take more than 2 hours and everyone would be ready to go home.
 



Let us know how it goes.
They enjoyed it, but two players definitely aren't into all the thinking about setting stuff up. They like Nimble more so far.

I didn't see anything about starting recoveries, but the censor can let people use them, so either we missed it, or it's not clear.

Lots of confusion about triggers at first, but they eventually figured it out.

I messed up the minions the first turn, but remembered how they worked next turn.

It reminded me of running 4e for sure

Once I explained pushing into walls, it was their favorite thing.
 


I've now used search in the Delian Tomb adventure, and there are a lot of things PCs and NPCs can do that aren't actually explained in the adventure, and my disappointment is vast. It is a complicated game (not hard, but there is A LOT to track) and some of it isn't explained and some of the things on their sheets aren't explained......for a PDF that claimed it explained it all so you could play from it w/o the overall rules.....(even at the 2nd encounter!).
 

They enjoyed it, but two players definitely aren't into all the thinking about setting stuff up. They like Nimble more so far.

I didn't see anything about starting recoveries, but the censor can let people use them, so either we missed it, or it's not clear.
Starting recoveries are listed on the pregen sheets, as well as how much you recover with one:
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The adventure also points toward the Rules Reference for a general list of actions and maneuvers characters can do:
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It probably would have been a good idea to call out the Catch Breath maneuver specifically when talking about damage, however. It's mentioned in passing that you can't Catch Breath when dying, but not what it does. I'll submit that as feedback on the adventure.

The shadow and assassins can hide. Didn't see anything in the Delian Tomb about that either.
Hide is listed as a maneuver on the rules reference sheet, and there are more detailed rules in the Delian Tomb Starter Rules which the adventure points you toward once done with the first tomb level and Violet is rescued. None of the goblins in the first part are mentioned as hiding (other than the special situation in the first encounter).

Could the hiding rules be clearer in the adventure itself? Perhaps. But when making a tutorial one has to make choices about what to specifically call out and what things to refer to the main rules for (in this case, first the Rules Reference and later the Starter Rules). Personally, I think Catch Breath is important enough to specifically mention, while Hide is more of a niche thing.
 

Huh, we clearly missed that number was the number of recoveries! thanks....that will definitely make things easier. Also, yes, catch breath was another thing we felt should have been in the adventure.
 

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