D&D 4E My 4e Playtest Comments...

Dragonblade

Adventurer
I played in a 6 hour 4e game last weekend and these are my thoughts.

Now, I admit I'm very pro-4e and have been since WotC announced the new edition. I freely admit that I went into the game with a positive outlook, ready to have a good time.

Still, I had some concerns going in. Like how much of a pain would tracking conditions like marked or bloodied be? How hard would it be for new people to pick up (we had one D&D newbie in the game). How hard would it be for veteran gamers to pick up? How hard would it be for a DM who had only skimmed the DDXP rules handout before running the game? How would 1-1-1 movement impact play? Would people feel that game was video-gamey? And would that be good or bad?

We played the Second Son adventure, though the DM mixed things up a bit since he had a copy of a 4e monster compilation from online.

The game was awesome! First of all the pacing was unbelievable. We got through 6 encounters vs. multiple opponents and one solo encounter (the DM improvised on the fly a lot) in about 6 hours, including a good chunk of time spent role-playing. We had 5 players but used all 6 DDXP characters. I had the best handle on the rules so I played both the Wizard and the Cleric.

The paladin player was totally new to D&D, but he picked up everything fast. He loved the paladin's mark ability and the mark and run tactic never even occured to him (I was waiting to see if he would figure that out). The only slow combat was the first one while everyone kind of got a feel for their powers and what kinds of movement and actions they could take on their turn. After that, it just clicked for everyone and rules questions seldom came up again. The only rules issue that came up later was whether forced movement could force enemies off ledges or into dangerous areas. I know some people who played in the Sembia game ran into that but I couldn't remember what the mechanic was so we just ruled that you could push them off and left it at that.

Anyway here are my thoughts on different areas of play:

Movement - 1-1-1 movement worked just fine. Not having to count diagonal squares made movement much easier and faster. My fellow players from our 3.5 games are notorious for metagaming their movement for the optimum route with minimum AoO's. I saw none of that in the 4e game. With no movement penalty for diagonals and with the streamlined OA rules, movement was quick and easy. People just moved their minis and took their turn and were done. Also without the diagonal movement penalty, your character's movement felt freer and more dynamic. And for the new guy, I just told him how many squares his character could move on his turn. That was it. He got it and it was easy. He never once mentioned anything about movement not being "realistic" because we didn't count diagonals in some special way. And the veterans? None of them cared. After the first fight, movement just became something you did instead of something you thought about.

Marked and Bloodied - Through the course of the game mark and bloodied came into play every time and we never used any pins or stones or anything else to mark it. And was it a problem? Not at all. The players with marks always remembered who they were marking and most of the time the players remembered who was bloodied. If they didn't we would just turn to the DM and ask if a particular opponent was bloodied. The DM would look down at his sheet and say yes or no. Simple. Took all of two seconds and no one was confused or thought that it slowed the game down in any way. I was pleasantly surprised.

Powers - Were simple and easy to use. The new player understood all his powers right away. This power you can do one time and don't get it back until your character rests for the day. These powers you can do once per fight. And these powers you can do whenever you want. You use a basic attack when you charge and a basic attack when you OA. Got that? And he got it. At least once he got through the first fight and saw how it all worked in practice. I never had to explain it again. And everyone enjoyed their powers. A couple times people critted with their dailies and there were shouts of joy and triumph and much excitement. And the Eladrin player really got tactical. He liked to use Fey step to move onto a high place and then turned all sniper on us. He loved it and we loved it.

Power level - The new guy had no basis, but the D&D veterans of the group really loved the feel of level 1. They likened it to playing level 3 in 3.5. And everyone mutually agreed that was a good thing

DMing - I didn't DM but one of our experienced 3.5 DMs ran the game. He looked over the rules from DDXP and the monster stats and the adventure before we played. I answered a couple questions about how it all worked. Like what Recharge did, and then we were off. He got into it right away. He commented numerous times about how he LOVED 4e monster design. It was so simple, and so elegant. Evertything you needed was right in the stat block. And all the monsters had cool flavor. He said it will be tough going back to two page stat blocks in his high level AoW game. He also got into it so much that he adlibbed two encounters on the fly. A fight with some kobolds and then a tentacled river monster that he made up so we could really try out the new grapple rules. Everything worked as smooth as silk. He loved it.

Final Verdict - Everyone had a great time. The new guy really wanted to play again and the veterans all lamented that we still had to wait for 3 more months. The DM was chomping at the bit to start running homebrew again instead of Adventure Path, something that 3.5 rules discouraged with all the prep time once you got into higher levels, IMO. Somewhat surprisingly, no one commented about videogame or boardgame feel.

The game was also a sharp contrast to our AoW game where we are around level 15 now and starting to fight opponents that are unleashing Save or Die/Lose spells all the time.

Anyway, I was pro-4e going in and I'm pro-4e coming out. But playing this really confirmed for me that 4e will end up being my D&D of choice.
 

log in or register to remove this ad

That is really good to hear. The only big concern I had was the time it took to track all the stuff, bloodied, marked, etc. If it moves quickly then I won't have a problem with it. My wife on the other hand looked at the monsters and characters and her eyes glazed over in confusion. Maybe with a quick demo of the game she will be back on track, since she runs 3.5 already, which is a complex enough system.

4th Edition seems to have its complexity in different areas, which is fine with me.

Thanks for the write-up :)
 

Can't say that I am surprised reading a very positive review from you, but the more the better. It only strengthens my belief in 4e also being my kind of game. Sadly our scheduled play-test got nuked/delayed by a critical hospitalization, else I would (hopefully) have an equally positive review to post.

Cheers,
 


Nine Hands said:
...The only big concern I had was the time it took to track all the stuff, bloodied, marked, etc. If it moves quickly then I won't have a problem with it...

I was worried about those things in our playtest. Once in play however, tracking these conditions is real easy and intuitive. Even for the DM.
 

Good to hear another positive review. Judging by the other positive ones I've read, and what you and they found positive about the game, I think I'll really enjoy it as well. I just wish I could find time to run a little playtest of my own...
 

I've run a couple of 4E playtests in the last couple of weeks; my comments are here and here. Be warned, these posts are both lengthy. For those who can't be bothered to read such exposition, I'll post a few of my observations here.

Tracking conditions: I had little difficulty doing this, and really neither did my players. I did use visual aids in both cases, and for those for whom this is a concern, here's my solution: go to Joanne Fabrics, or some other craft store, and buy a couple packs of alphabet beads. The little square ones. C for curse, Q for hunter's quarry, M for marked (or F for marked by fighter and P for marked by paladin; whatever you want, really). It works beautifully, and helps players see just how screwed that one guy that they're all dumping on is.

Ease of play: Yes. 4E is very easy to run (at least, knowing the rules that I know now; I can only imagine it'll get easier when I actually know all of the rules). Monster stat blocks are small enough that you can easily put all of the monsters you need for a standard encounter on a couple of printed pages (or one per index card), and they convey enough information in a clear enough manner that it's never really an issue hunting for some specific statistic or ability. The abilities are also flavorful and interesting enough that I usually wound up just remembering what they did, rather than having to reference them; I usually only referenced stat blocks for defenses and hit points. Running multiple monsters is also not difficult; in fact, it's a joy! Monsters that would logically be together tend to have a lot of synergy with each other, which allows you to do a lot of interesting and challenging things with your encounters.

PC Power Level: Not really an issue. I ran one encounter that seemd a bit too easy at first, but they were fighting minions and a couple of kobold skirmishers for most of it, so it's to be expected. Many of my encounters did feature enemies of higher levels than the PCs, and the PCs were able to defeat them, but not without difficulty. I view this as a good thing. It's no fun to start a new game of D&D at 1st level, be all jazzed up to be heroic, and then start fighting nothing but kobolds, goblins, and giant rats. I mean, four PCs for a single orc? What's heroic about that? Now not only can PCs engage in low-level encounters that really feel heroic and interesting, and not only can they fight monsters that seem tough and a little scary, but as a DM, a wide array of possibilities are opened up that weren't in 3.5. Would you send your 1st-level 3.5 PCs against a CR 5 creature? What about a CR 5 creature, two CR 2 creatures, and two CR 1 creatures? They'd get creamed. But those are the levels of the very first fight that I sent my PCs up against in the second session that I ran. And they won. They were wounded, sure, and they used some of their daily powers and had to burn some healing surges afterward. But you know what? They would have been ready for another fight just as challenging and exciting after a brief rest. And I love that.
 

Sounds great! Since I do all my gaming with MapTool, I never worried about marking characters or any of that stuff. Now I just need to get MapTool to support the new movement system and we'll be golden. We didn't ever have any trouble with the math when a program does it for you, but in the mean time the old way will have to do.

Eager to hear more playtests and hopefully run one of my own soon.
 

PeelSeel2 said:
I was worried about those things in our playtest. Once in play however, tracking these conditions is real easy and intuitive. Even for the DM.
This echoes my playtest experience as well.
 

Jack99 said:
Can't say that I am surprised reading a very positive review from you, but the more the better. It only strengthens my belief in 4e also being my kind of game. Sadly our scheduled play-test got nuked/delayed by a critical hospitalization, else I would (hopefully) have an equally positive review to post.

Cheers,

Wow, thats too bad to hear. I hope that person ended up ok. :(
 

Remove ads

Top