PoeticJustice
First Post
Hello all,
I DM'ed two sessions of "A Dark Night in Weeping Briar" and I just wanted post my impressions with the pre-genned characters that were including in that adventure. In my opinion, arguing about the merits or weaknesses of a class aren't as useful as watching them in play. With that in mind, here's what I found:
1) The Bard is very good
I'm not sure how they rigged it, but Roswyn the Bard healed Surge Value + 2d6 + 10. Even using the house rules mentioned in my sig, this more than adequate to the party's needs at any time. Other standout powers were Allegro (which I thought was ridiculously bad until I saw it used) and Unluck (a great update on one of my favoirte 3.5 spells). For the purposes of the module, the Bard definintely achieved its design goals. The class is tricky, unpredictable, but a solid addition to the lineup.
2) The Barbarian doesn't seem as powerful as before
I had a friend play a Barbarian in a short campaign over winter break and his character was outreagously powerful. While I'm not sure what they did to tone it down, the Barbarian definitely feels more managable than it did in playtest.
3) The Invoker has a bit of an Identity Crisis
The names of their powers sound really epic, but in the end, the class doesn't play any different from a wizard. On a certain level, all classes of the same role probably play similar, but this invoker seemed totally indistinguishable from a wizard.
4) Avengers also seem really cool
Even if an Avenger's damage output wasn't great compared to another striker, my the ability to roll attacks twice means having a lot more fun doing what you can. This class felt mobile and versatile. Kind of like a Scout.
5) Can't wait for Divine Power
Balasar of Bahamut was my favorite of them all. The 1st session had a really cool moment when, after spending an action point and granting +2 AC and Ref to the party, 3 PCs were attacked by an area effect spell and the extra bump to reflex made the difference between getting hit or not.
I'm really glad Wizards put this together. Running the adventure was easy and very enjoyable. I hope they do the same for May's game day.
I DM'ed two sessions of "A Dark Night in Weeping Briar" and I just wanted post my impressions with the pre-genned characters that were including in that adventure. In my opinion, arguing about the merits or weaknesses of a class aren't as useful as watching them in play. With that in mind, here's what I found:
1) The Bard is very good
I'm not sure how they rigged it, but Roswyn the Bard healed Surge Value + 2d6 + 10. Even using the house rules mentioned in my sig, this more than adequate to the party's needs at any time. Other standout powers were Allegro (which I thought was ridiculously bad until I saw it used) and Unluck (a great update on one of my favoirte 3.5 spells). For the purposes of the module, the Bard definintely achieved its design goals. The class is tricky, unpredictable, but a solid addition to the lineup.
2) The Barbarian doesn't seem as powerful as before
I had a friend play a Barbarian in a short campaign over winter break and his character was outreagously powerful. While I'm not sure what they did to tone it down, the Barbarian definitely feels more managable than it did in playtest.
3) The Invoker has a bit of an Identity Crisis
The names of their powers sound really epic, but in the end, the class doesn't play any different from a wizard. On a certain level, all classes of the same role probably play similar, but this invoker seemed totally indistinguishable from a wizard.
4) Avengers also seem really cool
Even if an Avenger's damage output wasn't great compared to another striker, my the ability to roll attacks twice means having a lot more fun doing what you can. This class felt mobile and versatile. Kind of like a Scout.
5) Can't wait for Divine Power
Balasar of Bahamut was my favorite of them all. The 1st session had a really cool moment when, after spending an action point and granting +2 AC and Ref to the party, 3 PCs were attacked by an area effect spell and the extra bump to reflex made the difference between getting hit or not.
I'm really glad Wizards put this together. Running the adventure was easy and very enjoyable. I hope they do the same for May's game day.