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<blockquote data-quote="Leopold" data-source="post: 6138315" data-attributes="member: 758"><p>The first round of playtesting went rather smoothly. Much beer was consumed and many dice and laughs were had.</p><p></p><p></p><p>Takeaways:</p><p></p><p>1. For the sake of Brevity and to keep things running smoothly I changed the name of the Ragesian to Russians and the Shaalenesti to Germans. This actually worked out very well in explaining many things that went on in the game and to get these PC's on the path to doing 'good'.</p><p></p><p>2. Combat was fairly light and the PC's being power gamers overwhelmed the initial boss fight easily enough. I do not believe I shall have to change the quantity or quality of the intro fight.</p><p></p><p>3. I skipped right through any of the side adventures that allow PC's to explore the town while it is being bombed. These were handled via skill checks (Diplomacy is huge here) and handwaving them through the dialogue optioned allowed for more testing.</p><p></p><p>4. Spell dueling needs to have the rules clarified as I could not find any. The PC's had an easy enough time ambushing the heck out of the Elven chick while under the 'rules' of spell dueling which was 1 on 1 until they said "To hell with this" at round 3 and charged into combat.</p><p></p><p>5. Jump check for the guy to jump off the roof? Missing=death. Have that all in place before hand. I spent 10min looking through acrobatics to see what the rules were. </p><p></p><p>6. Tables to different paths and organizing a bit more for Escape flow on the "Which way do we go?" approach. I know this is an intro module and much hand holding is normal for the first time hero's. </p><p></p><p>7. Change the option to have the elven archers in the shop use the doors as partial cover. That was murderous when ambushing the players coming up the stairs.</p><p></p><p>I have an audio file of the session I shall upload later. The players had fun and wanted to play more and explore the setting even after I told them Teleport is effectively neutered.</p></blockquote><p></p>
[QUOTE="Leopold, post: 6138315, member: 758"] The first round of playtesting went rather smoothly. Much beer was consumed and many dice and laughs were had. Takeaways: 1. For the sake of Brevity and to keep things running smoothly I changed the name of the Ragesian to Russians and the Shaalenesti to Germans. This actually worked out very well in explaining many things that went on in the game and to get these PC's on the path to doing 'good'. 2. Combat was fairly light and the PC's being power gamers overwhelmed the initial boss fight easily enough. I do not believe I shall have to change the quantity or quality of the intro fight. 3. I skipped right through any of the side adventures that allow PC's to explore the town while it is being bombed. These were handled via skill checks (Diplomacy is huge here) and handwaving them through the dialogue optioned allowed for more testing. 4. Spell dueling needs to have the rules clarified as I could not find any. The PC's had an easy enough time ambushing the heck out of the Elven chick while under the 'rules' of spell dueling which was 1 on 1 until they said "To hell with this" at round 3 and charged into combat. 5. Jump check for the guy to jump off the roof? Missing=death. Have that all in place before hand. I spent 10min looking through acrobatics to see what the rules were. 6. Tables to different paths and organizing a bit more for Escape flow on the "Which way do we go?" approach. I know this is an intro module and much hand holding is normal for the first time hero's. 7. Change the option to have the elven archers in the shop use the doors as partial cover. That was murderous when ambushing the players coming up the stairs. I have an audio file of the session I shall upload later. The players had fun and wanted to play more and explore the setting even after I told them Teleport is effectively neutered. [/QUOTE]
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