Gort
Explorer
First things first, I have just finished running Keep on the Shadowfell with my group. If you are going to play it, leave the thread, don't ruin it for yourself. Everyone else, welcome.
Anyway, I found KotS to be a lot of fun in general - I had my players make new characters from the PHB (dragonborn fighter, human cleric, human warlord, eladrin wizard) - the pre-gens are okay, I guess, but you always feel more attached to concepts you've chosen yourself, and built yourself. I adjusted the first bunch of encounters (up to Irontooth) down by 20% XP worth since we were missing a player, but stopped once we got into the keep - it didn't seem particularly necessary.
From character generation, I noticed that everybody had an 18 in their main stat. The warlord and fighter had 18 strength, the cleric 18 wisdom, and the wizard 18 intelligence. I don't really mind, I guess that's exactly what we'd have seen in 3e, still a little homogenous though. Constitution has been reduced in effect quite a lot - I like it. It's not the king of stats that everyone wants now, but it's nice to have for everyone.
As far as weapons went, the fighter took a greataxe since he wanted a high-damage weapon, and the warlord took a greatsword. I've seen a lot of threads about how greatswords are bad now, but it really doesn't feel like it. +3 proficiency bonus is a big deal when it comes to actually getting your powers to work.
Races - dragonborn and eladrin are really cool. The dragonborn killed a lot of minions over the course of the campaign - it became even more powerful once we realised that you roll a seperate attack roll for everyone caught in the blast. He took the feat to make the breath bigger at level 2 - the area of effect is bloody massive! The damage is puny, though, but since it's a minor action it doesn't really matter.
We only had one death over the course of the campaign, and no prizes for guessing where - Irontooth's lair. Trouble was, the players were reluctant to retreat once things started looking bad. They still had a few of the skirmishers fighting them when Irontooth came out and dropped the warlord. This was followed up a round or so later by the Wyrmpriest breathing fire over the party, catching the warlord in the blast and killing him. A hasty retreat was beaten, involving jumping down a waterfall. They rested, returned, and basically blew every daily and encounter power they could muster on Irontooth - it was still a close fight. They then took his treasure and got the warlord resurrected back in town.
I wasn't particularly pleased that resurrection hasn't really changed. I can't really think of a better way to rule it though - I guess you could say that players don't die unless someone coup-de-graces them, but that kinda robs the game of some of its danger.
I noticed that as we got to the Keep itself, the players were really getting into how to run their characters. The warlord and fighter were sticking together to use things like Hammer and Anvil on tough foes, and Commander's Strike on everything else, and the wizard had a nasty Icy Rays plus wand-specialisation power that immobilised foes, whereupon he would drop a Freezing Cloud on them (which does damage, and then does more damage if they stay in it for longer). The wizard did this trick notably twice - once on the deathjump spider at the start of level 2, and once on the ghoul near the end of level 2. These were both powerful melee foes I didn't get into melee thanks to him! Damn wizards.
Of the cleric and the warlord, it's my feeling that the cleric is better. Clerics just flat out have better healing - four extra points of healing on every healing power is really nice. The warlord had quite a few occasions where he just had to fall back on basic melee attacks - none of his at-wills were really applicable. The cleric never had that problem - he was always blasting away, giving bonuses to his pals. It's a shame, really - I like the flavour of the warlord a lot, but in game he just doesn't seem as good as the cleric in the leadership role. Perhaps this will change as more powers become available for the warlord, but it won't change that the cleric's simply better at healing, which is the main thing you bring a leader character into a party for.
As far as the encounters went, I thought they were generally well designed and solid. I particularly enjoy playing controller monsters - they always have the most interesting powers, and a lot of ways to ruin a players day. I loved dragging the warlord helplessly in an iron grip of force into a pack of angry hobgoblins, and my players were anguished when - in the final fight - I reanimated a skeleton warrior they killed earlier and sent it back into the fray.
I did have a few problems with the encounters though. The trap encounter was rubbish. There are three sets of traps. A big titan statue that swings his sword at anyone within 3 squares, a pair of dragon statues that blast people back into range of the titan, and finally four cherub statues that drown anyone who tries to walk past them. Trouble is, there's loads of places in the chamber that none of the traps can hit! My players walked into the room, immediately sensed that there was going to be a trap onslaught, and cautiously walked into range of the titan, which swung at them a few times and did a bit of damage. They then backed away out of its reach, and chucked javelins, throwing axes and magic at it until it crumbled. They then did the same to every other statue in the room - titan, dragons, cherubs, all piles of stone. Then, still waiting for the attack that never came, they left the room wondering, "Was that it? Was something supposed to happen?"
Given that these were the only traps in the dungeon besides a couple of pits, I was underwhelmed to say the least. The lesson is - don't build obvious traps the players can just shoot to death. If the room had been smaller and the players couldn't get away from the titan (except by running into the cherub or dragon traps), it would have been a far better encounter.
The other problem I had was that the solo and elite monsters tended to live forever - I'm pretty sure the fight with the blue slime went on for upwards of 10 rounds, and wasn't terribly exciting. I think this may be because my party had no striker, however. In my next campaign I'll try and influence my players to play one and see how that goes.
We did have some moments of absolute hilarity though - the best being in the "Corridors of the Cube", where the party battles a gelatinous cube. I told the players the flavour text - the corridors are spotlessly clean, not a speck of lichen or moss or dust. The old-school D&Der (from first ed onwards, I believe) immediately realised it was a gelatinous cube, and he made his Arcane check so I let him pass that on to the rest of the players. They chucked pennies down the first corridor, then the second (trying to hit the nigh-invisible cube) but then the cleric, deciding there must be a secret door in one of the pointless-looking alcoves, walked straight into the cube. I laughed my ass off.
So, how did you guys or your parties find Keep on the Shadowfell?
Anyway, I found KotS to be a lot of fun in general - I had my players make new characters from the PHB (dragonborn fighter, human cleric, human warlord, eladrin wizard) - the pre-gens are okay, I guess, but you always feel more attached to concepts you've chosen yourself, and built yourself. I adjusted the first bunch of encounters (up to Irontooth) down by 20% XP worth since we were missing a player, but stopped once we got into the keep - it didn't seem particularly necessary.
From character generation, I noticed that everybody had an 18 in their main stat. The warlord and fighter had 18 strength, the cleric 18 wisdom, and the wizard 18 intelligence. I don't really mind, I guess that's exactly what we'd have seen in 3e, still a little homogenous though. Constitution has been reduced in effect quite a lot - I like it. It's not the king of stats that everyone wants now, but it's nice to have for everyone.
As far as weapons went, the fighter took a greataxe since he wanted a high-damage weapon, and the warlord took a greatsword. I've seen a lot of threads about how greatswords are bad now, but it really doesn't feel like it. +3 proficiency bonus is a big deal when it comes to actually getting your powers to work.
Races - dragonborn and eladrin are really cool. The dragonborn killed a lot of minions over the course of the campaign - it became even more powerful once we realised that you roll a seperate attack roll for everyone caught in the blast. He took the feat to make the breath bigger at level 2 - the area of effect is bloody massive! The damage is puny, though, but since it's a minor action it doesn't really matter.
We only had one death over the course of the campaign, and no prizes for guessing where - Irontooth's lair. Trouble was, the players were reluctant to retreat once things started looking bad. They still had a few of the skirmishers fighting them when Irontooth came out and dropped the warlord. This was followed up a round or so later by the Wyrmpriest breathing fire over the party, catching the warlord in the blast and killing him. A hasty retreat was beaten, involving jumping down a waterfall. They rested, returned, and basically blew every daily and encounter power they could muster on Irontooth - it was still a close fight. They then took his treasure and got the warlord resurrected back in town.
I wasn't particularly pleased that resurrection hasn't really changed. I can't really think of a better way to rule it though - I guess you could say that players don't die unless someone coup-de-graces them, but that kinda robs the game of some of its danger.
I noticed that as we got to the Keep itself, the players were really getting into how to run their characters. The warlord and fighter were sticking together to use things like Hammer and Anvil on tough foes, and Commander's Strike on everything else, and the wizard had a nasty Icy Rays plus wand-specialisation power that immobilised foes, whereupon he would drop a Freezing Cloud on them (which does damage, and then does more damage if they stay in it for longer). The wizard did this trick notably twice - once on the deathjump spider at the start of level 2, and once on the ghoul near the end of level 2. These were both powerful melee foes I didn't get into melee thanks to him! Damn wizards.
Of the cleric and the warlord, it's my feeling that the cleric is better. Clerics just flat out have better healing - four extra points of healing on every healing power is really nice. The warlord had quite a few occasions where he just had to fall back on basic melee attacks - none of his at-wills were really applicable. The cleric never had that problem - he was always blasting away, giving bonuses to his pals. It's a shame, really - I like the flavour of the warlord a lot, but in game he just doesn't seem as good as the cleric in the leadership role. Perhaps this will change as more powers become available for the warlord, but it won't change that the cleric's simply better at healing, which is the main thing you bring a leader character into a party for.
As far as the encounters went, I thought they were generally well designed and solid. I particularly enjoy playing controller monsters - they always have the most interesting powers, and a lot of ways to ruin a players day. I loved dragging the warlord helplessly in an iron grip of force into a pack of angry hobgoblins, and my players were anguished when - in the final fight - I reanimated a skeleton warrior they killed earlier and sent it back into the fray.
I did have a few problems with the encounters though. The trap encounter was rubbish. There are three sets of traps. A big titan statue that swings his sword at anyone within 3 squares, a pair of dragon statues that blast people back into range of the titan, and finally four cherub statues that drown anyone who tries to walk past them. Trouble is, there's loads of places in the chamber that none of the traps can hit! My players walked into the room, immediately sensed that there was going to be a trap onslaught, and cautiously walked into range of the titan, which swung at them a few times and did a bit of damage. They then backed away out of its reach, and chucked javelins, throwing axes and magic at it until it crumbled. They then did the same to every other statue in the room - titan, dragons, cherubs, all piles of stone. Then, still waiting for the attack that never came, they left the room wondering, "Was that it? Was something supposed to happen?"
Given that these were the only traps in the dungeon besides a couple of pits, I was underwhelmed to say the least. The lesson is - don't build obvious traps the players can just shoot to death. If the room had been smaller and the players couldn't get away from the titan (except by running into the cherub or dragon traps), it would have been a far better encounter.
The other problem I had was that the solo and elite monsters tended to live forever - I'm pretty sure the fight with the blue slime went on for upwards of 10 rounds, and wasn't terribly exciting. I think this may be because my party had no striker, however. In my next campaign I'll try and influence my players to play one and see how that goes.
We did have some moments of absolute hilarity though - the best being in the "Corridors of the Cube", where the party battles a gelatinous cube. I told the players the flavour text - the corridors are spotlessly clean, not a speck of lichen or moss or dust. The old-school D&Der (from first ed onwards, I believe) immediately realised it was a gelatinous cube, and he made his Arcane check so I let him pass that on to the rest of the players. They chucked pennies down the first corridor, then the second (trying to hit the nigh-invisible cube) but then the cleric, deciding there must be a secret door in one of the pointless-looking alcoves, walked straight into the cube. I laughed my ass off.
So, how did you guys or your parties find Keep on the Shadowfell?