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LightPhoenix's Rogue Experience
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<blockquote data-quote="Altamir" data-source="post: 4228612" data-attributes="member: 60948"><p>I DMed LightPhoenix's game and I'll back up a few things he said and add a few bits from the DM's perspective. To give some background I've been DMing and gaming for over 10 years, which is shocking to actually write out. Didn't think it had been that long. I have just recently ended a 4 year long 3.5 campaign and am eagerly awaiting 4e as a chance to shake things up a little bit.</p><p></p><p>For the most part I really am enjoying the system. From the DM's perspective it seemed in many ways a lot easier, but also a hell of a lot harder. In my 3.5 campaign I was not only running a PC, but helping my wife run another PC, and helping her keep track of her own PC. Towards the end of the campaign her dual wielding character was getting slightly out of control. In 4e, the monsters were very easy to run, and not only that, but fun to run. Most of them had at least one cool ability, but never really out shined the Players' own abilities. Each players had their own moment in the spotlight with their dailies, and LightPhoenix's critical sneak attack against my cavern choker.</p><p></p><p>For the things I didn't like, I am still having a problem getting used to the marking system. I am currently using bits of play-dough to mark the miniatures for marked or bloodied, and using a chart off to the site for init/ongoing dmg/bonuses/penalties/conditions which seemed very useful. I love the idea of the marking system, and it does work to some degree, but is still something of a pain.</p><p></p><p>Back to the topic of the rogue, DM's beware! These little buggers are going to ruin your best laid plans! The KotS rogue was mobile and accurate. LightPhoenix's dice were hot, rolling 15+ most of the session, but it still really didn't matter. By the end of the session he was really getting used to the character and laying waste to the monsters. I however think this is an important ability for the rogue. In my old 3.5 game, my wife played a rogue, and it was not always the easiest thing in the world to position everything together for a sneak attack. Sometimes no matter how hard the rogue worked, the monsters or the other PCs would not be in the right position. That, to some degree is no longer an issue. The rogue in 4e just moves himself, or the monster to wherever the feel like and sets up their own flanking situations!</p><p></p><p>I'll also tag in here at the end that both of the other players, the brand new one to D&D and my wife who's been gaming for 4 years, both loved the cards LightPhoenix printed off. Both said they found them extremely useful! I am defiantly looking forward to our next session and seeing how the group fares against the next set of challenges!</p></blockquote><p></p>
[QUOTE="Altamir, post: 4228612, member: 60948"] I DMed LightPhoenix's game and I'll back up a few things he said and add a few bits from the DM's perspective. To give some background I've been DMing and gaming for over 10 years, which is shocking to actually write out. Didn't think it had been that long. I have just recently ended a 4 year long 3.5 campaign and am eagerly awaiting 4e as a chance to shake things up a little bit. For the most part I really am enjoying the system. From the DM's perspective it seemed in many ways a lot easier, but also a hell of a lot harder. In my 3.5 campaign I was not only running a PC, but helping my wife run another PC, and helping her keep track of her own PC. Towards the end of the campaign her dual wielding character was getting slightly out of control. In 4e, the monsters were very easy to run, and not only that, but fun to run. Most of them had at least one cool ability, but never really out shined the Players' own abilities. Each players had their own moment in the spotlight with their dailies, and LightPhoenix's critical sneak attack against my cavern choker. For the things I didn't like, I am still having a problem getting used to the marking system. I am currently using bits of play-dough to mark the miniatures for marked or bloodied, and using a chart off to the site for init/ongoing dmg/bonuses/penalties/conditions which seemed very useful. I love the idea of the marking system, and it does work to some degree, but is still something of a pain. Back to the topic of the rogue, DM's beware! These little buggers are going to ruin your best laid plans! The KotS rogue was mobile and accurate. LightPhoenix's dice were hot, rolling 15+ most of the session, but it still really didn't matter. By the end of the session he was really getting used to the character and laying waste to the monsters. I however think this is an important ability for the rogue. In my old 3.5 game, my wife played a rogue, and it was not always the easiest thing in the world to position everything together for a sneak attack. Sometimes no matter how hard the rogue worked, the monsters or the other PCs would not be in the right position. That, to some degree is no longer an issue. The rogue in 4e just moves himself, or the monster to wherever the feel like and sets up their own flanking situations! I'll also tag in here at the end that both of the other players, the brand new one to D&D and my wife who's been gaming for 4 years, both loved the cards LightPhoenix printed off. Both said they found them extremely useful! I am defiantly looking forward to our next session and seeing how the group fares against the next set of challenges! [/QUOTE]
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