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Impressions from KotS
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<blockquote data-quote="77IM" data-source="post: 4234749" data-attributes="member: 12377"><p>This is the first-impression that I wrote up for my gaming group. (We are an eclectic bunch who use many different game systems to play multiple campaigns -- in fact, I've never even played 3e or 3.5 with this group.)</p><p></p><p></p><p>This is the first official adventure. I got it today and have read most of it. Summary:</p><p></p><p> . . 1. It's HUGE. I mean GINORMOUS. I mean HUMUNGAZOID. There are 24 encounters, not counting investigation/exploration type stuff that happens between encounters. Some of the encounters can be skipped, and some seem like they would be pretty short, but still, with our group's normal pacing, that is still about 6 sessions! It's more like a mini-campaign than an adventure.</p><p> . . . . 1. The investigation-type stuff is handled in a sort of FAQ format, in which potential player questions are listed along with the answers various NPCs might give for them. This is a great way to present that info. In addition there are enough guidelines for what's happening in the area to handle the case of PCs going "off the beaten track." </p><p> . . 2. The adventure -- like 4e itself -- is focussed heavily on tactical combat. (I think of the 24 encounters, like 20 of them consist purely on fighting.)</p><p> . . . . 1. However, the new stat block and encounter format (with tactical advice and interesting terrain features) looks both really cool and easy to use. So while some of the encounters look redundant (wait, ANOTHER room full of goblins? Didn't they hear all the fighting in the previous room?), many of them intrigue me.</p><p> . . . . 2. It doesn't include rules for scaling the encounters up to 6 PCs but I don't think that will be hard.</p><p> . . . . 3. It occurs to me that D&D is just a wrapper around a Monster Manual. If I have to build and balance my own encounters, I'd rather use a more transparent and less fiddly system like M&M. I just ordered a Savage Worlds out of sheer curiosity, so we'll see how that compares. </p><p> . . 3. It's pretty. The artwork and maps are very good (although it only comes with full-sized maps for 8 of the 24 encounters...).</p><p> . . . . 1. But, the ink smudges. Yick.</p><p> . . . . 2. I'm not sure how well the encounter pages will photocopy, due to color shading. I wish they would design those things to be easier to copy so that I can scribble on the copies (tracking enemy HP, use of encounter powers, etc.). </p><p> . . 4. The Rules Quick Start contains very little that I didn't already know.</p><p> . . . . 1. The Player's Version is available on-line somewhere.</p><p> . . . . 2. The DM's Version contains some extra info about:</p><p> . . . . . . 1. combat modifiers: they are much less than in previous editions -- most of the +4/-4 and +5/-5 things are now +2/-2</p><p> . . . . . . 2. areas: everything is a square shape now</p><p> . . . . . . 3. skills: Athletics FTW</p><p> . . . . . . 4. and conditions: most of these FTL </p><p> . . . . 3. Nothing about character creation. </p><p></p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4234749, member: 12377"] This is the first-impression that I wrote up for my gaming group. (We are an eclectic bunch who use many different game systems to play multiple campaigns -- in fact, I've never even played 3e or 3.5 with this group.) This is the first official adventure. I got it today and have read most of it. Summary: . . 1. It's HUGE. I mean GINORMOUS. I mean HUMUNGAZOID. There are 24 encounters, not counting investigation/exploration type stuff that happens between encounters. Some of the encounters can be skipped, and some seem like they would be pretty short, but still, with our group's normal pacing, that is still about 6 sessions! It's more like a mini-campaign than an adventure. . . . . 1. The investigation-type stuff is handled in a sort of FAQ format, in which potential player questions are listed along with the answers various NPCs might give for them. This is a great way to present that info. In addition there are enough guidelines for what's happening in the area to handle the case of PCs going "off the beaten track." . . 2. The adventure -- like 4e itself -- is focussed heavily on tactical combat. (I think of the 24 encounters, like 20 of them consist purely on fighting.) . . . . 1. However, the new stat block and encounter format (with tactical advice and interesting terrain features) looks both really cool and easy to use. So while some of the encounters look redundant (wait, ANOTHER room full of goblins? Didn't they hear all the fighting in the previous room?), many of them intrigue me. . . . . 2. It doesn't include rules for scaling the encounters up to 6 PCs but I don't think that will be hard. . . . . 3. It occurs to me that D&D is just a wrapper around a Monster Manual. If I have to build and balance my own encounters, I'd rather use a more transparent and less fiddly system like M&M. I just ordered a Savage Worlds out of sheer curiosity, so we'll see how that compares. . . 3. It's pretty. The artwork and maps are very good (although it only comes with full-sized maps for 8 of the 24 encounters...). . . . . 1. But, the ink smudges. Yick. . . . . 2. I'm not sure how well the encounter pages will photocopy, due to color shading. I wish they would design those things to be easier to copy so that I can scribble on the copies (tracking enemy HP, use of encounter powers, etc.). . . 4. The Rules Quick Start contains very little that I didn't already know. . . . . 1. The Player's Version is available on-line somewhere. . . . . 2. The DM's Version contains some extra info about: . . . . . . 1. combat modifiers: they are much less than in previous editions -- most of the +4/-4 and +5/-5 things are now +2/-2 . . . . . . 2. areas: everything is a square shape now . . . . . . 3. skills: Athletics FTW . . . . . . 4. and conditions: most of these FTL . . . . 3. Nothing about character creation. -- 77IM [/QUOTE]
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