Well Sunday afternoon I ran KotS for what wound up being 2 old hands (2e or older version) two veteran players (3e and 3.5) one guys sisters and another's fiance' (have played rpg's less times than I have fingers).
So, after maybe bending some copyright rules by photocopying the characters (and a second dwarf) so I didn't shred my adventure book, I set about reading the rules to everyone.
So, biggest cheer?
two fighters unloading two brute strikes on that one stupid kobold in the first encounter that no one seemed to be able to roll a decent hit against.
biggest jeers?
-- why is my dwarf trapped in a box and wheres his maul? (the character sketches didn't match the npc's at all, this REALLY bugged the new players)
-- the first magic missile missing (different is fine, but I guess un-autohitting magic missile is not, judging from the table's reaction)
-- someone provoked a monster AO, which provoked a players AO, and then we tried to figure out whether it went off when the monster was flanked (the general consensus was "I thought they made this simpler!")
-- minions (a few players still insisted on rolling damage, and most everyone seemed to dislike the 1hp thing, one dwarf even switched to chucking daggers, instead of using his maul as a sign of protest)
Some people asked some really good questions that I didn't have good answers for:
-- does that rogue flourish attack work on mindless enemies? and why does it work with ranged attacks if its about distracting them so they don't see the weapon hitting them... does the player chuck a rock 2 squares over or something?
-- the rules say specific trumps general always. but "Minions don't die from a miss" seemed pretty specific, and reaping strike says "Miss: deals 3 damage" which is VERY specific. I went with reaping strike since a single power's description is probably as specific as it gets, but I worry that could cause problems if I keep making common sense judgement calls like that (on the other hand the player pointed out his at will was rubbish against 70% of the enemies otherwise so I guess it worked out).
-- probably just not covered in the little starter rules, but if a guys on a cliff making an athletic check, and someone hits them with a maul, mechanics wise is there a bonus on that? (is holding onto a cliff count as not being able to defend yourself? is there a penalty for that? is there some highground bonus I'm missing?) I just gave em a +2 but again, I dunno if maybe theres some rules for that one way or another (similar situations have started fights in our group when I make up bonuses or penalties when the rules seem to indicate there is no penalty, or its not the right amount)
-- Is there a way to subdue people? I think I read somewhere on the boards the day before that if a hit would kill an opponent you can make it do whatever you want instead, but uhh that sounded very uhh houserulish.
-- Does a long rest refill all HP at every level? (I told them it was just cause they were level 1, so the adventure designers knew everyone was gonna pretty much get em all back anyway so they left out the mechanics, but I totally just made that up on the spot to keep people from bitching)
-- do you only get one combat advantage? or do they stack if you keep piling on trouble.
-- if kobolds can take a pair of daily-power maul hits, are all level appropriate enemies about even with players on HP and the like? (my friend was crying WoW syndrome where their level bar pretty much told you everything about em, but I told him to can it, cause the kobold just probably had a lot of hp cause they were level 1 and the ones with 30hp were like bosses, and that thered be some low hp non-minion enemies in the monster manual)
-- with burning hands (or well any power that says close) can it be any adjacent part or does the caster have to be on the midpoint of a side)
Also are all area effects squares?
I think that was all of them. Oh Dagron wanted to know when he got his mount. Told him to buy the books, and tell ME.
Ok so the game itself, well it played slow! but I was really surprised by how slow actually, movement felt more complicated to be honest with all the shifting going on (especially since it kept provoking attack of opportunities even though it was a shift from this that or the other power!). I can't say for sure, but I can't even imagine its halfway possible to play this without a mat. putting all the powers on the players character sheets really slowed things too as I kept having to grab their papers, admittedly its a starter set, but every player seemed to use at least one power EVERY turn and they're all different from the other players (well except the dwarf twins, that was nice), I know its more fun than just rolling an attack with maybe some sort of modifier, but it felt like the time I ran for a full party of casters in 3e. I'm worried it'll be worse when theres a book full of powers to flip through to find the one the player just picked at that moment.
Its more player friendly though. I wouldn't say its much less complicated in combat, but its a little more intuitive and a lot more follow-directionsy, so both the new players really got into it, which is always cool.
the vets complained a little when using tactical common sense (not firing through people was the one that I remember) didn't reward them to their liking. And the new girl was a little upset/confused, when her sleep spell failed, but then succeeded because its also a slow spell (at least her description said they got slowed), but then failed really because slowing didn't stop them from biting her anyway. But I guess mostly people were ok with their powers. Also if she sleeps one and it gets hit awake is it slowed? she thought it should be, but I figured not at all, since it only goes into effect on miss.
Overall though, I walked away a little disappointed. the two new players had some fun, but they didn't seem into it enough to show up regularly, and while my friends were entertained (at least the 5$ that their share of the adventure would've been, had I made em pay) no one there, new or old, seemed 100$ excited or even just 35$ excited, which is what I'm guessing the PHB is gonna cost em at borders. Sooo its probably me running all the time and thats only if I can convince people to even buy the books.
So, after maybe bending some copyright rules by photocopying the characters (and a second dwarf) so I didn't shred my adventure book, I set about reading the rules to everyone.
So, biggest cheer?
two fighters unloading two brute strikes on that one stupid kobold in the first encounter that no one seemed to be able to roll a decent hit against.
biggest jeers?
-- why is my dwarf trapped in a box and wheres his maul? (the character sketches didn't match the npc's at all, this REALLY bugged the new players)
-- the first magic missile missing (different is fine, but I guess un-autohitting magic missile is not, judging from the table's reaction)
-- someone provoked a monster AO, which provoked a players AO, and then we tried to figure out whether it went off when the monster was flanked (the general consensus was "I thought they made this simpler!")
-- minions (a few players still insisted on rolling damage, and most everyone seemed to dislike the 1hp thing, one dwarf even switched to chucking daggers, instead of using his maul as a sign of protest)
Some people asked some really good questions that I didn't have good answers for:
-- does that rogue flourish attack work on mindless enemies? and why does it work with ranged attacks if its about distracting them so they don't see the weapon hitting them... does the player chuck a rock 2 squares over or something?
-- the rules say specific trumps general always. but "Minions don't die from a miss" seemed pretty specific, and reaping strike says "Miss: deals 3 damage" which is VERY specific. I went with reaping strike since a single power's description is probably as specific as it gets, but I worry that could cause problems if I keep making common sense judgement calls like that (on the other hand the player pointed out his at will was rubbish against 70% of the enemies otherwise so I guess it worked out).
-- probably just not covered in the little starter rules, but if a guys on a cliff making an athletic check, and someone hits them with a maul, mechanics wise is there a bonus on that? (is holding onto a cliff count as not being able to defend yourself? is there a penalty for that? is there some highground bonus I'm missing?) I just gave em a +2 but again, I dunno if maybe theres some rules for that one way or another (similar situations have started fights in our group when I make up bonuses or penalties when the rules seem to indicate there is no penalty, or its not the right amount)
-- Is there a way to subdue people? I think I read somewhere on the boards the day before that if a hit would kill an opponent you can make it do whatever you want instead, but uhh that sounded very uhh houserulish.
-- Does a long rest refill all HP at every level? (I told them it was just cause they were level 1, so the adventure designers knew everyone was gonna pretty much get em all back anyway so they left out the mechanics, but I totally just made that up on the spot to keep people from bitching)
-- do you only get one combat advantage? or do they stack if you keep piling on trouble.
-- if kobolds can take a pair of daily-power maul hits, are all level appropriate enemies about even with players on HP and the like? (my friend was crying WoW syndrome where their level bar pretty much told you everything about em, but I told him to can it, cause the kobold just probably had a lot of hp cause they were level 1 and the ones with 30hp were like bosses, and that thered be some low hp non-minion enemies in the monster manual)
-- with burning hands (or well any power that says close) can it be any adjacent part or does the caster have to be on the midpoint of a side)
Also are all area effects squares?
I think that was all of them. Oh Dagron wanted to know when he got his mount. Told him to buy the books, and tell ME.
Ok so the game itself, well it played slow! but I was really surprised by how slow actually, movement felt more complicated to be honest with all the shifting going on (especially since it kept provoking attack of opportunities even though it was a shift from this that or the other power!). I can't say for sure, but I can't even imagine its halfway possible to play this without a mat. putting all the powers on the players character sheets really slowed things too as I kept having to grab their papers, admittedly its a starter set, but every player seemed to use at least one power EVERY turn and they're all different from the other players (well except the dwarf twins, that was nice), I know its more fun than just rolling an attack with maybe some sort of modifier, but it felt like the time I ran for a full party of casters in 3e. I'm worried it'll be worse when theres a book full of powers to flip through to find the one the player just picked at that moment.
Its more player friendly though. I wouldn't say its much less complicated in combat, but its a little more intuitive and a lot more follow-directionsy, so both the new players really got into it, which is always cool.
the vets complained a little when using tactical common sense (not firing through people was the one that I remember) didn't reward them to their liking. And the new girl was a little upset/confused, when her sleep spell failed, but then succeeded because its also a slow spell (at least her description said they got slowed), but then failed really because slowing didn't stop them from biting her anyway. But I guess mostly people were ok with their powers. Also if she sleeps one and it gets hit awake is it slowed? she thought it should be, but I figured not at all, since it only goes into effect on miss.
Overall though, I walked away a little disappointed. the two new players had some fun, but they didn't seem into it enough to show up regularly, and while my friends were entertained (at least the 5$ that their share of the adventure would've been, had I made em pay) no one there, new or old, seemed 100$ excited or even just 35$ excited, which is what I'm guessing the PHB is gonna cost em at borders. Sooo its probably me running all the time and thats only if I can convince people to even buy the books.