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KotS Total-Party-Kill!!

Goonalan: D&D over the years had done a very good job of not really establishing what its core gameplay was. To some people, this was a horrendous sin. But in practice, what it meant was that gamers of all different stripes could share a table together. It meant that whether you were 100% tactician or 0% tactician, 100% method actor or 0% method actor, you could play D&D. It was probably noones perfect game, but it was often many groups perfect game because you could take some friends with different ideas of what fun was and find something for all of them.

4e is NOT like that as far as I can tell. It's a game that decides how you should play and makes the game fit that. If you don't play that way or don't want to play that way, then tough.

I've played with groups that would find the tactics no challenge whatsoever. I've player with individuals that would eat that stuff up. I've also played with other groups that find combat boring and combat where you have to do alot of thinking doubly so.

I don't think I'd have much problem with the tactics. I've been a RBDM known for his cunning and ruthlessness for about 20 years now. But I do think that I would be bored by the relentless invasion of tactical gaming into combat. Much as I enjoy strategy games, I don't want to be playing chess in the middle of my RPG.

Like I said months ago, I can accept 4e as a minatures combat game, but I have a hard time accepting it as an RPG. It doesn't care about my job as a narrator at all. It doesn't care about emersiveness at all. I can play it and I might can enjoy it, but only by not caring about the things that make RPG a special joy.
 

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Our group had a near TPK; 4 out of 6 characters were out of action at the end of the fight. Irontooth was nasty, but the second he got within hitting range of a PC, the Warlord nailed him with the daily that gave everyone +5 to hit Irontooth.

The result was the Fighter, Paladin, and Cleric beat him to death, though he did knock out the Fighter. Indeed, the final stage of the battle was the PCs trying to put down the Wyrmpriests and 2 Dragonshields.

Total party was Dragonborn Paladin, Human Wizard, Tiefling Warlord, Elven Rogue, Half-Elven Cleric, Dwarf Fighter. By end of fight, only the Wizard and the Warlord were standing. (The Wizard never got hit once! The Warlord actually passed out at one point and had to be revived by the Cleric)

What will make a huge difference in the Kobold lair is whether the PCs can prevent anyone going in and warning those inside, I think.
 

Yet another TPK to report for my group. I am GMing the module.

PCs initial plan was to sneak up on the lone skirmisher hanging off by himself. They ambushed him and almost took him out. He got a turn to call for help. I ruled the waterfalls extreme loudness made the hearing of the call for help a DC18. The slinger at the waterfalls entrance rolled a 20. I think this created the TPK. He ran inside to let everyone know something was up.

Over the next few rounds the rest of the party mopped up the outside force, with the rogue popping his head inside the waterfall for a second to see the 1st wave of bad guys arrayed at the entrance. I judged that with the amount of time the inside force had that the minions formed a line across the entrance and the skirmishers were all hiding along the front wall to ambush anyone coming in either extreme edge.

The rogue popped back out of the waterfall and explained the bad guys setup to the rest of the party. Unbeknownst to them the second wave of bad guys showed up and took their places. The wyrmpriest prepared an action (we houseruled rules for preparing actions since none exist) to cast his "everyone in the entire encounter gets an extra 5hp" spell.

The paladin charged in by himself and unleashed his flamebreath, rolling just 3 points of damaged. Had he hit any of the 5 minions he targeted he wouldn't even have killed them, however he managed to miss every single one.

Over the next few rounds the party straggled in The rogue never even joined the battle inside the waterfall, worrying about dying. The paladin was swarmed by minions and skirmishers who all got flanking and was obliterated when irontooth charged in an beheaded him after he had already fallen to the other damage.

After killing several bad guys the heros bugged out to the outside again, hoping to pick people off as they came out.

The bad guys took several turns to reform their ranks and charge out. They took two turns to reform ranks into a decent formation and to get everyone on the same initiative. On their count they charged out with the instructions "kill the closest thing you can reach, if that guy is full go for the second closes guy".

This ended with the wizard, cleric, and fighter being KOed and the rogue running away with a slim amount of hit points.

Still alive
Irontooth
Wyrmpriest
2 Dragonshields
Slinger
2 Minions

I have worked out a resonable story to save some PC bacon and move the story along.

The wyrmpriest, angry at his tribe being usurped by Irontooth and with no love for Kalarel approaches the captured PCs and bargains with their lives. He will free them from their bonds and give them back their equipment in return for them helping him take down Irontooth. Also the PCs need to go back to town, convince the mayor they cleared out the kobold lair, and give the 100gp reward to the wyrmpriest in return for him getting the heck out of the area and setting up a new base of operations away from the honked off town and honked off BBEG.

DS
 

Celebrim said:
4e is NOT like that as far as I can tell. It's a game that decides how you should play and makes the game fit that. If you don't play that way or don't want to play that way, then tough.

I see people say this all the time and wonder why people feel the need to keep saying it.

It would be like me hopping on a Kia forum and complaining about how the Rio isn't fulfilling my need for a high-priced luxury automobile.

DS
 

Celebrim said:
Goonalan: D&D over the years had done a very good job of not really establishing what its core gameplay was. To some people, this was a horrendous sin. But in practice, what it meant was that gamers of all different stripes could share a table together. It meant that whether you were 100% tactician or 0% tactician, 100% method actor or 0% method actor, you could play D&D. It was probably noones perfect game, but it was often many groups perfect game because you could take some friends with different ideas of what fun was and find something for all of them.

4e is NOT like that as far as I can tell. It's a game that decides how you should play and makes the game fit that. If you don't play that way or don't want to play that way, then tough.

I've played with groups that would find the tactics no challenge whatsoever. I've player with individuals that would eat that stuff up. I've also played with other groups that find combat boring and combat where you have to do alot of thinking doubly so.

I don't think I'd have much problem with the tactics. I've been a RBDM known for his cunning and ruthlessness for about 20 years now. But I do think that I would be bored by the relentless invasion of tactical gaming into combat. Much as I enjoy strategy games, I don't want to be playing chess in the middle of my RPG.

Like I said months ago, I can accept 4e as a minatures combat game, but I have a hard time accepting it as an RPG. It doesn't care about my job as a narrator at all. It doesn't care about emersiveness at all. I can play it and I might can enjoy it, but only by not caring about the things that make RPG a special joy.

That's my initial diagnosis also- Ludology vs. Narratology, I want stories recalled years afterwards, and yes they teetered on the brink of a dice roll, however the lead up involved a large amount of "aimless" roleplay (including inter-party backbiting and name-calling) with recourse to the tumbling dice as the set encounter interrupts the narrative flow.

That said my players are not method actors, they are however concerned that they have to relearn a game they've played (well) for quite some time only to end up counting squares, or rather miscounting squares.

The players that suffered the TPK are less precious about their characters than my Sunday mob, they get very quickly attached to pregens even. If they last a session there'll be backstories, clues to long standing family feuds, a sketch of the Dwarfs grotto home, lists of Elven swear words used to defame Kobolds, etc.

In other words a story, narrative, call it what you will, fighting sometimes interrupts the flow- a massively mechanical (and clunky) system of combat that can only be dramatised using scale maps et al, even hand drawn and passed around the table, takes time which could be better spent doing something else, which brings us back to the narrative.

None of them play D&D because of the game mechanics, I'll say that again- none of them play D&D because of the game mechanics. The D&D universe best represents our shared narrative setting (LOTR meets Pratchett et al). Therefore the mechanic that works against fun is gone, which according to the TPK mob is just about everything 4e they've seen.

Having said all that I may just be over-reacting (not a first, it comes with age and a delight in the status quo), I just need to see a quicker way through the combat system.

To recap-

4e so far (one game- yes wrong to judge, patience needed etc.) 3 Hours of play 66% combat (2 combats), 1 hour roleplay- don't mind the percentages, unhappy about only 2 combats, and note the first combat took only twenty minutes, the players soon realised how to play the game- their characters capabilities.

3e Homebrew campaign (last Sundays session) 5.5 Hours play in Castle Whiterock-

Combat encounter with Troglodyte hoard (20 mins), the players just win through, against the odds, they're 3rd level in a 4th level scenario but shhh.

Negotiations and threats to female and young Troglodytes (20 mins).

Finding their way back out of the level, with another combat encounter, lots of Piercers (20 mins)- broken and bleeding and fleeing for their lives. DMs gold.

Back up to the level above for further negotiations with remaining Orcs there (20 mins), and nearly the last of the healing.

Back up to the surface through two levels with another comabt encounter (20 mins), Zombie Orcs as I remember- back to broken and bleeding again and now with no healing. Players getting fractious- tut tut.

On the surface, yet another minor combat encounter (10 mins), players want to go home now- isn't it good that a Combat Encounter doesn't have to be hard, it just needs to be the one they didn't want to happen, when there's no healing left and their on their way to the pawn shop rubbing their hands with glee at the thought of "Daddies new Full Plate".

Back to Cillamar, sell all loot, visit patrons, laugh at each others characters, advertise for women for the Half-Orc (don't ask) and spend three days or so shopping and replacing lost/broken/eaten adventuring implements (40 mins).

Bury fallen comrade, with ceremony (10 mins), get dragged into conversation with grave digger about some cut up bodies coming his way (20 mins).

Develop leads for the cut-up-bodies adventure with patrons, experts, passers-by, et al (20 mins).

Hunt the Killer, actually The Ripper (Goodman Games scenario) resulting in- bar room brawl (10 mins), swiftly followed by falling in love with bar owner (10 mins), and attempting to move in with her (and thereby become co-own of said bar).

Half-Orc going for a fumble with lady of the night- attempted mugging (10 mins), toilet humour and sexual innuendo- attack of opportunity, backstabbing etc.

Discover another victims body, there follows a mini-episode of CSI Cillamar (20 mins).

Discovering yet another body, this time being eaten by a pair of Ghasts- combat encounter (20 mins), which gets complicated when Paralysing Rot Grubs explode from the carcass (5 mins).

Discovering door into abandoned home and exploring 15ft by 15ft hovel, complete with terrifying noises, spectral rats (not really), bloody stains and floating heads (30 mins- yep 30 mins being spooked in a tiny room with not one weapon drawn).

Eventually finding the secret door and heading into a long abandoned Inn (10 minutes), including combat encounter with a bunch of rats.

Character that won the heart (and home) of the barkeep in previous encounter settling on name for his chain of Theme pubs- he's laid claim to this Inn as well (ongoing, alas).

Total- 9 Combat encounters (2 hours 5 minutes)- at least a quarter of this was spent on the move between encounters.

And 9 Roleplaying encounters (3 hours 10 minutes)- at least a quarter of this was players bickering and making up unfunny and derogatory remarks about each other, which also gets experience points.

Yes we referred to the rules once or twice, then again some of us also drank more than we should, no maths was involved, nobody counted anything- the fighting involved tactics (we have a tactician on board, thankfully he's also a rules-lawyer- phew). I got very angry with one of the players for a while, there was shouting and swearing- but he's my brother, so that doesn't count. After the game one of the players made a poster which he's getting printed up (not really) in Cillamar to try and find sex slaves for the Half-Orc, once again don't ask. Next week there'll be a good natured row about this.

Ask them about what they did a week later and no one will mention combat except to say- "was it Trogs or... I had a lot of cider, do you remember when Cestode went on about how Dwarf-Human love could be beautiful, and then talked his way into owning a bar?"

Whereas the combat encounter would be- "then the corpse expoded littering the street with foul crawling maggots? We managed to battle through though."
"How?"
"Grungarak stamped on them."

As I say, ahem heroic.

Anyway- too many opinions, is there a way through this- to make combat twenty minutes tops, less mechanical? More of a... story?

Answers on a postcard.
 

Sabathius42 said:
I see people say this all the time and wonder why people feel the need to keep saying it.

It would be like me hopping on a Kia forum and complaining about how the Rio isn't fulfilling my need for a high-priced luxury automobile.

DS

I'm saying it (or rather agreeing with it) because I just discovered this forum, didn't know it even existed up until four hours ago, and because I can't get my head around the dramatic changes to a game I've been playing for twenty five plus years. And it's good to know that there are other people having the same problems- whew, it's not just me then. I realise it's not "my game", and I've already figured the way round it- try 4e some more and if I don't like it go back to 3.5e. However all my usual sources of D&D fun (save Paizo probably) are going to go 4e and I might not, which is a shame as I've been happily spending far too much money and time on a grand hobby that has captured my imagination for quarter of a century (through all previous editions). Which is incredibly sad, really, I'm also saying it in the hope that someone will post something here to make me think again, that there's something I'm missing...

See my previous post for clarity, particularly the session breakdown- the point is does the fighting really have to take so long, are other people (now attuned to 4e) getting through combat much quicker- 20 minutes for a good fight would be about right for my style of play?

Suggestions?
 

Simply, that encounter should never have been included as is in the adventure. I don't know how they playtested it, but when I ran it it produced a TPK as well, and when I re-ran it by myself, fudging a little here and there to see what went wrong, it STILL produced a TPK. I finally discovered that the wizard getting lucky on a Sleep attack, or the bad guys getting unlucky, allowed victory. Otherwise... It's a level 6 encounter. The documentation itself says not to run an encounter more than about 2 levels over the party's, and then throws an encounter 5 levels above on the third encounter!

Insanity. If I re-run this, the second wave will be Irontooth. By himself.
 

Korgoth said:
Also, if one were to break out Moldvay D&D and run Keep on the Borderlands, I think you would see lots and lots of character death in that one, too. That was a 1st level module that had, among other things, a 6 HD minotaur.

Interesting you should mention that. I'm going to be running Keep on the Borderlands for my 1st 4E game. We will see how it goes!
 

I can't see any of these goblin/kobold encounters going to the death. If the leader drops or the pcs are plowing through the little guys I think they would run/beg.
 

Goonalan: I wish I could tell you how to play 4e. I can't, because I don't know how to play 4e. The more I think about it, the more I realize that I can't make 4e be the game I'm used to playing. So I gave up on 4e before it even came out, and I'm basically here fuming in the same way that you might if your favorite brand of mayonaise, toothpaste, soda, yogurt, pickle, or whatever had 'New & Improved' on it and you liked it the way that it was. I feel like the people who love Coke-Cola did after 'New Coke' was introduced. It might be improved for someone, but not for me.

I wasn't really upset when I first heard 4e was coming out. There were and are problems with the game and I was tinkering with various house rules to fix issues I'd never found satisfactory answers to. I was hoping that designers knew better than to fix things that weren't broken.

I first really knew that there would be trouble when the designers of 4e began talking about 3e and I realized that the game that they described was not the game I was playing. The game I play sounds alot like the game you described. I never had a problem with the '15 minute adventuring day'. I never had a problem with 3 boring fights and one exciting one. I never had a problem getting through multiple combats in a session. I understood how to narrate the 3e game. There were things I didn't like, but the designers never talked about fixing them.
 

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