Lizard said:OK, I ran KOTS for my usual gaming group. We got through three encounters -- the first kobold attack, the ambush, and the 'rescue the mentor at the pit' encounter.
Bizarrely, that's the exact same section of the adventure I ran my group through! I was ready to throw them at the kobold lair but they showed no interest in investigating them, so it didn't happen.
General consensus was moderately positive. One extreme negative, one fairly negative, and four mixed positives. (Including me in the latter group) No one was agitating to immediately drop 3.5 and switch. The consensus from the two DMs (me and the guy who runs the game I'm in, and who is a player in my campaign), was "We won't drop our current game, but we'll seriously consider 4e for ur next one." I'd say only one person would be in the "If you switch, I won't play" category.
There are only 3 of us in our group. Me, who's the big driving force behind 4e for us. I'm really excited about it. Then there's teh two others, one of whom was curious before and moderately enthused after, and the other was concerned about what he'd heard but considerably happier after play.
The biggest negative was the nerfing of casters.
Interestingly, in my group, which was the Paladin and Wizard, with the Cleric as NPC, the guy playing the wizard came out feeling that it was how he thought wizards should be. He doesn't play many in 3e, but I get the feeling his first 4e character may well be one. His main concern was falling unconscious lots and having to settle for substandard spells sometimes because otherwise he'd toast his friends. Of course, those things he figured were the downsides of being a wizard in the first place.
Despite claims of "Easier! Faster! Simpler!" combat had just as many niggling things to track as in 3e, and they start at first level -- they aren't slowly eased into, part of "extending the sweet spot".
I imagine it's a part of being a smaller group with fewer enemies, but we didn't find the tracking arduous at all. Essentially the marking didn't matter much. In the two kobold fights the paladin and Dragon Shield went at each other (only 1 DS due to scaling down the encounter) and so marking wasn't an issue, and other ongoing effects were remembered by the recipient.
The cleric's low attack bonus -- +3 -- kept her from being able to use a lot of her abilities to heal.
I agree, this was a big problem. Shocking rolling combined with that attack bonus meant the cleric did essentially nothing except Healing Word in the first fight.
minor -- like the cleric's healing word
Whoops! My players will, I'm sure, be glad to know I was screwing them over accidentally by having the NPC Cleric use his as a standard action. That'll teach me to read the sheet more carefully!
Combining that with accidentally using the Gnome's defining power as an at-will rather than encounter power, I'm surprised they survived the Burial Site, let alone dealt with it far more efficiently than the others, even if the wizard found he'd put himself in the front line at one point!
Over all, I'm pleased with my experience with KotS. It was easier to scale than I thought, and a lot of the tactical parts stay in place if you scale carefully, although I imagine for a group any smaller than 3 it would be far trickier. It also appears to have made my players more happy to try the full game, so come June I'll be grabbing myself a copy of all three books.
And thanks for your report, Lizard. As the others said, nicely balanced and honest. And don't blame yourself for the burst problem. It took about 4 different explanations for my players to grasp the difference between burst and blast. They commented it was foolish to name them so similarly.