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General Tabletop Discussion
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My first 4e session (no spoilers!)
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<blockquote data-quote="Yavathol" data-source="post: 4279514" data-attributes="member: 33284"><p>That's very interesting, Merric.</p><p></p><p>I just played my first session too, the same adventure, and we had a very different experience. It could be that the DM was being kind, but I suppose he has to find his feet too, and it is better to err on the players side than go the other way, especially while learning the rules.</p><p></p><p>We had four players turn up, so we were a little under strength. People seemed a little unsure about possible complexities of the cleric and wizard, so we ended up with a paladin, a TWF ranger, an eladrin rogue and a tiefling warlock! </p><p></p><p>In protracted fights I guess we might suffer from lack of leaders, and there were quite a few misses, but in general the strikers kicked out so much damage that the shieldbearers and slingers went down in 2-3 rounds.</p><p></p><p>This was helped greatly in the first couple of fights where the rogue and ranger were able to sneak up on the kobolds and take them out from the cover of the trees without revealing their position.</p><p></p><p>I hadn't really thought about the eladrin being a good match for a rogue, but that worked very well. One kobold caught her in a glue pot but she was able to just teleport out of the square and re-establish a firing solution. Having taken the improved SA feat (d6->d8) she also kicked out far more damage than the ranger. The teleporting was also perfect for getting into a flanking position in the final fight of the evening against Ironjaw, far more effective than trying to move in confined quarters and take opportunity attacks.</p><p></p><p>Even though we only had the Paladin's breath weapon as an area effect, by carefully choosing our front line (and picking the right, unguarded entrance!) we encouraged the kobolds to charge up, miss, and shift away, thereby forming a nice 3x3 square for the paladin to catch almost all the remaining minions in a single attack!</p><p></p><p>I'm not sure if it totally feels like D&D, I really miss versatile spells like grease and detect thoughts, but we did all have a good time. Too many situational markers on the table though - this guy is bloodied and warlock cursed, this guy is hunter quarry and on fire(!), this one is divine challenged...oh well.</p></blockquote><p></p>
[QUOTE="Yavathol, post: 4279514, member: 33284"] That's very interesting, Merric. I just played my first session too, the same adventure, and we had a very different experience. It could be that the DM was being kind, but I suppose he has to find his feet too, and it is better to err on the players side than go the other way, especially while learning the rules. We had four players turn up, so we were a little under strength. People seemed a little unsure about possible complexities of the cleric and wizard, so we ended up with a paladin, a TWF ranger, an eladrin rogue and a tiefling warlock! In protracted fights I guess we might suffer from lack of leaders, and there were quite a few misses, but in general the strikers kicked out so much damage that the shieldbearers and slingers went down in 2-3 rounds. This was helped greatly in the first couple of fights where the rogue and ranger were able to sneak up on the kobolds and take them out from the cover of the trees without revealing their position. I hadn't really thought about the eladrin being a good match for a rogue, but that worked very well. One kobold caught her in a glue pot but she was able to just teleport out of the square and re-establish a firing solution. Having taken the improved SA feat (d6->d8) she also kicked out far more damage than the ranger. The teleporting was also perfect for getting into a flanking position in the final fight of the evening against Ironjaw, far more effective than trying to move in confined quarters and take opportunity attacks. Even though we only had the Paladin's breath weapon as an area effect, by carefully choosing our front line (and picking the right, unguarded entrance!) we encouraged the kobolds to charge up, miss, and shift away, thereby forming a nice 3x3 square for the paladin to catch almost all the remaining minions in a single attack! I'm not sure if it totally feels like D&D, I really miss versatile spells like grease and detect thoughts, but we did all have a good time. Too many situational markers on the table though - this guy is bloodied and warlock cursed, this guy is hunter quarry and on fire(!), this one is divine challenged...oh well. [/QUOTE]
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