KOTS: The After Action Report

Thanks for the review Lizard. We share some of the same experiences you did. The exceptions are below. They are just our opinions, of course, so hope it doesn't come off otherwise.


Lizard said:
The biggest negative was the nerfing of casters. The person playing the wizard felt seriously weak, and was really annoyed by the lack of non-combat/utility spells, general spell selection, and so on.

I'm guessing from your post that your group is running a 3.5 campaign right now, and it is far higher than 1st level. Now that you guys have played 4e for a few encounters at level 1, I humbly suggest you run a few encounters for 3.5 at level 1.

I can say our groups' memory of 1st level play for 3.5 is far different from reality. 1d4 HP, a couple spells per day, and otherwise shooting crossbows all day long. Very boring, very easy to die, and a huge lack of anything resembling fun. If you guys do try this, let us know if their opinion changes.


Lizard said:
A part of this was due to me SERIOUSLY screwing up how burst-1 spells worked...

(grin) That doesn't help. Our wizard was feeling the jealous stares of his allies from many-a-burst. Show your wizard player the PHB-Lite for how bursts look and try another encounter with several minions getting blasted away with one wiz power.


Lizard said:
The fact the targets of the sleep spell all made their saves (and didn't give a damn about being slowed) also helped make the wizard feel useless, or at least, use-impaired..

Our group had issues with this power too. Normally, if one hits with their "save ends" type power, the "hit" effect takes affect immediately, and there is no save made right away. Foes are not granted a save to negate it until the end of THEIR next turn. Thus, the power that hits is guaranteed to have an ongoing effect that lasts at least 1 round.

Sleep wording seems to indicate the wizard casts, hits, enemies are immediately slowed. Then on foes' turns (end of their turns, after they've acted), they make a save vs. the slow. If they fail that, they immediately fall asleep. If they make their save, however, they are not asleep, and the slow ends. Net result is they only were slowed for 1 turn.

This seems different from the rest of the known powers (at least, off the top of my head). Most powers' primary function happens immediately if the attacker hits the defense. So if you toss a sleep spell, and your attack check hits the Will defense, they *should* fall asleep (grin). It's almost like the sleep is currently written to ramp up from slowed to asleep (sounds cool in theory, but is lame in practice as a daily power, IMHO).

We've slightly reworded the HIT effect to be this...
"Hit: The target immediately falls asleep (save ends). If target makes its save, it wakes up but is slowed (save ends)."

This way they are sleep'ed for at least one round (on a hit) and slowed for a least one round (on a miss). Only time will tell if this is too powerful, but we're guessing it isn't too power for a daily power.




Lizard said:
Despite claims of "Easier! Faster! Simpler!" combat had just as many niggling things to track as in 3e, and they start at first level

Our experience was the same. We just assume its just a learning curve. We're really only fast on 3.5 because we know the rules inside and out from too many hours of gaming (chuckle).
 

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mrcatman said:
(grin) That doesn't help. Our wizard was feeling the jealous stares of his allies from many-a-burst. Show your wizard player the PHB-Lite for how bursts look and try another encounter with several minions getting blasted away with one wiz power.
Gotta second this. Ran a group through the same three encounters Lizard did; the wizard spent the first half of each encounter looking for a good opportunity to fire off burning hands and the last half cackling madly over having blown up half the battlefield.
 

Good review. I feel sorry for the poor wizard... tough breaks for him. Should've gone with Acid Arrow. Yeah, nothing says rad cantrip like Prestidigitation or Mage Hand. I try to avoid modules and pre-gen characters because I have no attachment to them and they're usually not how I'd build them. Thanks again for the good review. It's weird, most of the things that were -'s for you were things that I was like, "But under different circumstances..." in a feel your pain wish I could help sort of way. Alas...
 

I had to admit that the wizard didn't really do much for me at first, either. A party needs one, maybe two, area effect to wipe minions, and a dragonborn, a half-elf, or Arcane Initiate accomplish this just fine. Force Orb and Acid Arrow had their moments, but they were only moments--the ranger and warlock were typically much better.

However, the higher-level wizard powers we've seen so far are mostly Burst 2 (or Close Blast 5), which can catch a lot of enemies. If you're at all smart, you'll be able to choose whether to target Fort, Will, or Reflex, and use the rider effects of the spells to good effect. But actually the kicker for me was the one at-will I've only seen hinted at, that deals thunder damage in Blast 3 and pushes. An at-will I can use in melee, that has a potent rider effect? A human wizard suddenly sounds like a lot of fun.
 

Rechan said:
In the thread about marking, Diirk gave a really good narration:
[...]
In other words, when a Fighter marks an enemy, he's giving Aid Another to any other target's AC.
Unfortunately that's still not a good narration if the marked monster moves 8 squares away from the fighter and attacks someone on the opposite side of the battlefield.
 

Mirtek said:
Unfortunately that's still not a good narration if the marked monster moves 8 squares away from the fighter and attacks someone on the opposite side of the battlefield.
'Course, if the monster does that he's provoked an opportunity attack from the fighter.
I don't know about you, but I'm usually a little unsteady after being clocked by a maul.
 

Fiendish Dire Weasel said:
I find it interesting that all the negative reviews about 4E games have lwft me with a poor opinion of the reviewer (and perhpas thier group) and doesn't hurt my opinion of the game, in fact often improving it.

If you want to think this, it is up to you.

But insulting someone who bothers to put a review here? Not on. Don't post in this thread again. If you continue with this kind of behaviour you will face a suspension.

Please feel free to email me if this isn't clear.
 

Vaeron said:
Even unconscious dragonshields can take a beating (the paladins auto-crit versus unconscious is only 12 dmg, the fighter's 15).

One might ask why someone would want to beat an unconscious dragonshield...

When a monster reaches 0hp it is either dead or KO'ed (the choice of the person who brought it to 0hp).

So why would you choose to KO it at 0hp and then carry on hitting it :)

Cheers
 

Plane Sailing said:
One might ask why someone would want to beat an unconscious dragonshield...

When a monster reaches 0hp it is either dead or KO'ed (the choice of the person who brought it to 0hp).

So why would you choose to KO it at 0hp and then carry on hitting it :)

Cheers
I am not sure about the context, but it could be the Dragon Shield was just sleeping? (Sleep spell)
 

Yeah, I'm fairly sure he meant unconscious via the sleep spell. For my two cents, I think that sleep would've been much better as a utility power. It's similar in purpose to Expeditious Retreat, but it has more Wizard flavor (imo).

Plane Sailing said:
Moderation.

I think 2 pages of "jeez man, that was uncool" is punishment enough. ;)
 

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