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[Playtest 2]PAX 2012 Blingdenstone Rock!
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<blockquote data-quote="MortalPlague" data-source="post: 6011647" data-attributes="member: 62721"><p>I agree. Yours are among the best, sir; I always look forward to hearing how you conduct your playtests.</p><p></p><p></p><p>A couple, yeah. The hit dice mechanic was a big hit at the table. Everyone automatically went to the healer to do healing, and I got the chance to say "But wait, everyone can heal!". A poor roll later, and we needed the cleric after all, which was a source of great mirth.</p><p></p><p>Everyone liked advantage / disadvantage. It was really easy to grasp, and was undeniably effective.</p><p></p><p>Setting DCs and improvising felt really natural in this edition. When I let the elf make a DEX check to feed the rogue the potion <em>and</em> cast a spell, it felt like an extension of the rules, rather than a fudge on my part. I also offered the option to take disadvantage on the attack roll in return for an easier DEX DC. That sort of tactical choice makes me very pleased with the bones of the system. <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>The stats-as-skills worked wonderfully at my table. My players weren't tripped up by that at all.</p><p></p><p></p><p></p><p>As expected, expertise dice were a big hit. The spells were really popular (burning hands in particular), especially when it cooked orcs and Ogremoch's Bane with such delightful effect.</p><p></p><p>I've gained an appreciation for the low bonus on attacks from the monsters. My players sure felt threatened, even by monsters who had no real attack bonus. And when they managed to hit, they did tons of damage. I think I'm coming around to the idea of a lower monster accuracy; it makes it so you can throw more bad guys at the PCs. You're still upping the ante; a good couple of rolls makes them really dangerous! But the characters can handle things pretty effectively; it makes the shielding power of the guardian specialty really powerful, and it makes good armor really useful. I think the fact that armor matters again may be reason enough to consider keeping the low attack bonus.</p><p></p><p>Mind you, over the course of a campaign, that might get old really fast. But for a convention one-shot, it was really good.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 6011647, member: 62721"] I agree. Yours are among the best, sir; I always look forward to hearing how you conduct your playtests. A couple, yeah. The hit dice mechanic was a big hit at the table. Everyone automatically went to the healer to do healing, and I got the chance to say "But wait, everyone can heal!". A poor roll later, and we needed the cleric after all, which was a source of great mirth. Everyone liked advantage / disadvantage. It was really easy to grasp, and was undeniably effective. Setting DCs and improvising felt really natural in this edition. When I let the elf make a DEX check to feed the rogue the potion [i]and[/i] cast a spell, it felt like an extension of the rules, rather than a fudge on my part. I also offered the option to take disadvantage on the attack roll in return for an easier DEX DC. That sort of tactical choice makes me very pleased with the bones of the system. :) The stats-as-skills worked wonderfully at my table. My players weren't tripped up by that at all. As expected, expertise dice were a big hit. The spells were really popular (burning hands in particular), especially when it cooked orcs and Ogremoch's Bane with such delightful effect. I've gained an appreciation for the low bonus on attacks from the monsters. My players sure felt threatened, even by monsters who had no real attack bonus. And when they managed to hit, they did tons of damage. I think I'm coming around to the idea of a lower monster accuracy; it makes it so you can throw more bad guys at the PCs. You're still upping the ante; a good couple of rolls makes them really dangerous! But the characters can handle things pretty effectively; it makes the shielding power of the guardian specialty really powerful, and it makes good armor really useful. I think the fact that armor matters again may be reason enough to consider keeping the low attack bonus. Mind you, over the course of a campaign, that might get old really fast. But for a convention one-shot, it was really good. [/QUOTE]
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