Zamkaizer
First Post
Last Sunday, I played in an official 4E demo at my local gaming store, run by the regional Wizards of the Coast promoter. Despite the fellow appearing rather virginal when it came to Dungeons & Dragons, and running two tables of eight players at once, both groups Escaped from Sembia in record time. I won't go into specifics, as you've heard them a dozen times already from playtesters and D&DXP-goers, but I decided to try the tiefling wizard, whom I affectionately renamed Dr. Raven Darktalon...Blood, to prevent confusion with the other of our eight players using a wizard.
Dr. Blood's powers, both wizard and tiefling, were exceptionally fun to use, eliciting praise and adoration when they went off as planned. By the second encounter, I had a thorough grasp of when to use which powers, and, perhaps more importantly, how to ensure that they connected with their target. I've heard some voice skepticism about the variety of potentially forgettable bonuses one can apply to their rolls, but, in practice, preying on bloodied foes, avenging previous slights, and employing my mastery of wands to shore up my chances of hitting with a crucial Force Orb was an exceptionally rewarding experience.
The lone non-combat encounter was something of a disappointment, however. Not because the skill-wagering system is a bad one, mind you; rather, my possession of the stealth skill made my decision on how to avoid the swarming town guard a rather easy one. In retrospect, I should have used History to recall how communities of that vintage were arranged, and used that knowledge to outmaneuver my pursuers. Perhaps next time.
When I have the opportunity, I intend to run a 4E preview of my own. The demo gave me a great deal of confidence in both the new edition and the ease with which it can be run. If a nearby store is hosting an event like mine, you ought to check it out. Fan adventures with the same old players will only take you so far.
Dr. Blood's powers, both wizard and tiefling, were exceptionally fun to use, eliciting praise and adoration when they went off as planned. By the second encounter, I had a thorough grasp of when to use which powers, and, perhaps more importantly, how to ensure that they connected with their target. I've heard some voice skepticism about the variety of potentially forgettable bonuses one can apply to their rolls, but, in practice, preying on bloodied foes, avenging previous slights, and employing my mastery of wands to shore up my chances of hitting with a crucial Force Orb was an exceptionally rewarding experience.
The lone non-combat encounter was something of a disappointment, however. Not because the skill-wagering system is a bad one, mind you; rather, my possession of the stealth skill made my decision on how to avoid the swarming town guard a rather easy one. In retrospect, I should have used History to recall how communities of that vintage were arranged, and used that knowledge to outmaneuver my pursuers. Perhaps next time.
When I have the opportunity, I intend to run a 4E preview of my own. The demo gave me a great deal of confidence in both the new edition and the ease with which it can be run. If a nearby store is hosting an event like mine, you ought to check it out. Fan adventures with the same old players will only take you so far.