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Impressions from KotS
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<blockquote data-quote="osmanb" data-source="post: 4234695" data-attributes="member: 2004"><p>Got my copy, been reading in preparation for running it next week. My overall opinion is similar to most folks ... I like it, but the paper/print quality is a little sketchy. I do have a couple more questions that popped into my head while I was reading:</p><p></p><p>[spoiler]</p><p>In the absolute first encounter, I still can't understand the proposed initial positioning of the Kobolds. I've read the FAQ, which points out that the whole map is used, which puts the players further away. But from the setup diagram, several of the kobolds are hiding on the EAST face of their boulders. This is the direction from which the PCs approach, and the text claims that none of the kobolds should be visible until they act, even though from the supposed trigger location (which is practically on top of the ambush), at least two of the kobolds should be in plain sight. Or am I reading things completely wrong?</p><p>[/spoiler]</p><p></p><p>I don't think it matters much, but I didn't see any official description of how recharge powers work. The last time I saw it discussed here, people seemed to think it was a single die roll (at the end of the turn?) and any powers that matched came back?</p><p></p><p>Seems clear from the wording, but has it been confirmed (or do other people also believe) that charging provokes AoOs from your target? I can't imagine they'd make a special case of saying that charging provokes if it was the movement past other enemies that triggered it, so I'm guessing it must provoke right up until the attack, but that's a potentially significant rule change from 3.x, especially in the module where many of the minions open up encounters by charging.</p><p></p><p>[spoiler]</p><p>It looks like they've decided to abstract away any differences in AC granted by different types of armor, for the purposes of looted magic armor? Presumably, there is some difference in the net AC bonus from different types? All of the magic armor that can be acquired just lists a net +1 bonus to AC, which is probably not the case, depending on what your PC was wearing previously.</p><p>[/spoiler]</p><p></p><p>[spoiler]</p><p>Are the PCs supposed to know about Keegan (or learn about him in town?) The flavor on p34 seems to indicate that even the incorrect version of his story is not widely known, but then it suggests using that tale to make the Keep spookier. Unless someone (Valthrun) provides this information, (probably after the PCs have accepted his proposition), then they're not going to be dreading that encounter (and the actual encounter with Keegan will seem quite random). Obviously, it's easy to include this information for the PCs, but again I couldn't tell if I just overlooked something really obvious.</p><p>[/spoiler]</p><p></p><p>I assume that the 'Use Second Wind' usage of the Heal skill doesn't work on unconscious or dying characters? It's mentioned earlier that healing powers can be used on dying allies, and this can trigger the spending of their surges, even though they're unconscious. But given the separate checks listed for Heal, 'Stabilize the Dying' is completely useless unless 'Use Second Wind' isn't usable in that situation.</p><p></p><p>... That's it for now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="osmanb, post: 4234695, member: 2004"] Got my copy, been reading in preparation for running it next week. My overall opinion is similar to most folks ... I like it, but the paper/print quality is a little sketchy. I do have a couple more questions that popped into my head while I was reading: [spoiler] In the absolute first encounter, I still can't understand the proposed initial positioning of the Kobolds. I've read the FAQ, which points out that the whole map is used, which puts the players further away. But from the setup diagram, several of the kobolds are hiding on the EAST face of their boulders. This is the direction from which the PCs approach, and the text claims that none of the kobolds should be visible until they act, even though from the supposed trigger location (which is practically on top of the ambush), at least two of the kobolds should be in plain sight. Or am I reading things completely wrong? [/spoiler] I don't think it matters much, but I didn't see any official description of how recharge powers work. The last time I saw it discussed here, people seemed to think it was a single die roll (at the end of the turn?) and any powers that matched came back? Seems clear from the wording, but has it been confirmed (or do other people also believe) that charging provokes AoOs from your target? I can't imagine they'd make a special case of saying that charging provokes if it was the movement past other enemies that triggered it, so I'm guessing it must provoke right up until the attack, but that's a potentially significant rule change from 3.x, especially in the module where many of the minions open up encounters by charging. [spoiler] It looks like they've decided to abstract away any differences in AC granted by different types of armor, for the purposes of looted magic armor? Presumably, there is some difference in the net AC bonus from different types? All of the magic armor that can be acquired just lists a net +1 bonus to AC, which is probably not the case, depending on what your PC was wearing previously. [/spoiler] [spoiler] Are the PCs supposed to know about Keegan (or learn about him in town?) The flavor on p34 seems to indicate that even the incorrect version of his story is not widely known, but then it suggests using that tale to make the Keep spookier. Unless someone (Valthrun) provides this information, (probably after the PCs have accepted his proposition), then they're not going to be dreading that encounter (and the actual encounter with Keegan will seem quite random). Obviously, it's easy to include this information for the PCs, but again I couldn't tell if I just overlooked something really obvious. [/spoiler] I assume that the 'Use Second Wind' usage of the Heal skill doesn't work on unconscious or dying characters? It's mentioned earlier that healing powers can be used on dying allies, and this can trigger the spending of their surges, even though they're unconscious. But given the separate checks listed for Heal, 'Stabilize the Dying' is completely useless unless 'Use Second Wind' isn't usable in that situation. ... That's it for now. :D [/QUOTE]
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