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Paragons, pt. 2
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<blockquote data-quote="James McMurray" data-source="post: 4324958" data-attributes="member: 743"><p>Conversion: We've played two sessions and the GM has converted it with little to no trouble, at least as far as I can tell. I've asked him about it, so hopefully there'll be more info shortly.</p><p></p><p><strong>Favorites</strong></p><p></p><p>1) As with all of our 4e sessions (we've also played the first chunk of KotS), every fight has been dynamic and exciting. The fights themselves have taken about the same amount of real time, but every round involves thought and action instead of "hit/miss/hit/miss" repetition.</p><p></p><p>2) The physical skill challenge was a lot of fun. Figuring out how to make my nonphysical wizard useful in the situation was cool, and I got lucky and got some info that opened up a whole new skill for the challenge. It felt like some older physical challenges in previous editions, but a lot more free form. Instead of "ok, everyone make a jump check. strength to catch the wizard who fell. now climb three times (you fall 30')" it was up to us to figure out how we were going to handle it, and there was enough leeway that we could fall on our strengths with a little bit of thought.</p><p></p><p>3) "Ze game, she remainz ze same." The edition and rules changed, but we're still playing the same games we used to: quests, RP, tactical fights, and problem solving. Certainly not everything is the same as its ever been, but I've enjoyed most of the changes.</p><p></p><p><strong>Least Favorites</strong></p><p></p><p>The social skill challenge is the only thing so far that hasn't been fun. Had I been a high Charisma character with a chance of making the high DCs it wouldn't have been so bad, but we still would have failed it because everyone's successes and failures go in the same pot. The biggest problem with it was that the pseudo-Aid Another aspect was also at extreme DCs, and a failure sometimes counted as a real failure and sometimes didn't. The GM was good about letting us know DCs and when something would count or not, but with only 5 skills and needing 8 successes, everyone without high socials would have eventually run out of alternatives anyway.</p><p></p><p>We also haven't seen anything in the way of physical rewards for our encounters. Between 3 zombie fights and this one in the graveyard we've not gained a single gold piece. It was a 3.5 adventure, so I'm assuming the expected wealth per level will kick in at some point and we'll hit a nice hoard, but I like my stuffeses to flow more than spurt. It's not put me off the adventure at all, it'd just make it go from loads of fun to loads++. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll probably be retraining into a multi-class feat of some sort, to get myself a better shot at doing that sort of stuff, although it looks like we won't have much in the way of social challenges in the future. We also shied away from social combat in Exalted. But we still use the social skills (for instance I just failed 6 out of 8 skill checks trying to get information around town). So even if we don't have a lot more challenges, the added skill should prove useful.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 4324958, member: 743"] Conversion: We've played two sessions and the GM has converted it with little to no trouble, at least as far as I can tell. I've asked him about it, so hopefully there'll be more info shortly. [B]Favorites[/B] 1) As with all of our 4e sessions (we've also played the first chunk of KotS), every fight has been dynamic and exciting. The fights themselves have taken about the same amount of real time, but every round involves thought and action instead of "hit/miss/hit/miss" repetition. 2) The physical skill challenge was a lot of fun. Figuring out how to make my nonphysical wizard useful in the situation was cool, and I got lucky and got some info that opened up a whole new skill for the challenge. It felt like some older physical challenges in previous editions, but a lot more free form. Instead of "ok, everyone make a jump check. strength to catch the wizard who fell. now climb three times (you fall 30')" it was up to us to figure out how we were going to handle it, and there was enough leeway that we could fall on our strengths with a little bit of thought. 3) "Ze game, she remainz ze same." The edition and rules changed, but we're still playing the same games we used to: quests, RP, tactical fights, and problem solving. Certainly not everything is the same as its ever been, but I've enjoyed most of the changes. [b]Least Favorites[/b] The social skill challenge is the only thing so far that hasn't been fun. Had I been a high Charisma character with a chance of making the high DCs it wouldn't have been so bad, but we still would have failed it because everyone's successes and failures go in the same pot. The biggest problem with it was that the pseudo-Aid Another aspect was also at extreme DCs, and a failure sometimes counted as a real failure and sometimes didn't. The GM was good about letting us know DCs and when something would count or not, but with only 5 skills and needing 8 successes, everyone without high socials would have eventually run out of alternatives anyway. We also haven't seen anything in the way of physical rewards for our encounters. Between 3 zombie fights and this one in the graveyard we've not gained a single gold piece. It was a 3.5 adventure, so I'm assuming the expected wealth per level will kick in at some point and we'll hit a nice hoard, but I like my stuffeses to flow more than spurt. It's not put me off the adventure at all, it'd just make it go from loads of fun to loads++. :) I'll probably be retraining into a multi-class feat of some sort, to get myself a better shot at doing that sort of stuff, although it looks like we won't have much in the way of social challenges in the future. We also shied away from social combat in Exalted. But we still use the social skills (for instance I just failed 6 out of 8 skill checks trying to get information around town). So even if we don't have a lot more challenges, the added skill should prove useful. [/QUOTE]
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