Majoru Oakheart
Adventurer
First some background on my group:
3 out of the 5 players have never played any edition other than 4e. One of the players has been playing since 1e. The other one played a couple of sessions of 2e and 3e but has very little experience outside 4e. I'm DMing. I started playing with basic dnd. However, that lasted about 2 sessions before I gave up. I rediscovered dnd in a group playing a hybrid 1e/2e game. I started DMing with 2e and have mostly DMed since. I've played weekly nearly constantly from 2e until the present, playing every edition since then.
Before the session even started our resident power gamer/rules lawyer comes to me and says "Did you see the rules for intoxication? You take less damage for being drunk! Naked Wizard for the win!"
There is some rules discussion before the session starts. We aren't sure if you need to ready an action to take a reaction(after all there was a L&L article saying that you'd have to use up your action in order to act during other peoples turns or react to things in order to avoid combats slowing down. And if you read the text in a certain way it implies it). We decide that you need to ready an action to take a reaction. At least for this session. There is one confusion as to how to prepare spells and he difference between clerics and wizards.
The player who is playing the Moradin cleric is disappointed with his cleric. He doesn't like his reaction ability. Even if he doesnt have to ready an action he thinks it's useless. He doesn't like the lack of attack spells and the fact that his attack bonus and damage is lower than the fighter's.
The session started with them being in a tavern. The Rogue stole all the Knight's money before I even had time to do an intro. A herald comes into the tavern and asks for brave adventurers for a dangerous mission. The PCs notice they don't have any money so they accept.
The herald takes them to the king who says his son has been kidnapped by goblins. The PCs don't make any attempt to show any deference to the king at all. Some of them bow slightly. The Rogue makes a special point of being defiant. The king is desperate enough that he ignores it. He had some scouts report back that his son was taken to the caves of chaos.
The PCs get to the caves and search for footprints. They go into the cave with goblin tracks. They boldly go don the corridor and run into a patrol of 6 goblins. They raise the alarm as their first action. The PCs are soon attacked by 3 more goblins. The PCs quickly cast most of their spells and lose most of their hp.
When they think they've won, suddenly 3 more goblins and an ogre attack them. They pull through. But everyone is almost dead.
During this time there is some debate as to whether it takes an action to hide if you start the turn completely blocked from an enemy. I rule it doesnt.
The Wizard has prepared 2 burning hands. He casts one during the fight and rolls two 1s for damage making it do almost no damage. The Wizard player complains that his spells don't seem as useful as just using magic missile.
The PCs go through the secret passage into the ogre cave and close the door behind them. They find the keg of brandy. The Wizard says "perfect. Ive been looking for something to get me Intoxicated." The rest of the group looks at him confused and say "are we missing something?" He then explains that Intoxicated makes you take 1d6 less damage from attacks but makes you have disadvantage on your attacks. He points out that neither magic missile nor burning hands require an attack roll so it has no disadvantage for him at all. The Moradin cleric and fighter decide that getting drunk is a better advantage than disadvantage. They all get drunk. They all spend their hit dice healing. they aren't at full hit points.
The rogue meanwhile finds the potions and attempts to pocket them before anyone sees. He fails. They drunkenly get annoyed at him. He decides to pick a random potion and just drink it. The wizard attempts to stop him and fails. He has drank their only healing potion while at full hit points. They yell at him for drinking their loot.
I've been being nice to them so far given that there are 30 goblins still alive in this cave complex, the alarm has been raised, and they left the bodies of the dead goblins and ogre out in the open. However, I grow tired of watching them drink and argue over loot, so the 22 goblin hunting party overhears their argument and opens the door.
The wizard runs out there and burning hands a bunch of them. He rolls two 1s on his damage again. The goblins all attack him. Despite being Intoxicated and it removing most of the damage he took, he still goes down. The fighter runs out there and drags him back into the ogre cave.
The cleric of Moradin cures the wizard then stands in the 5 foot wide doorway and continually takes the dodge action. He's been commenting since he started reading the rules about how broken it is. Between his increased AC from dodge and the 1d6 less damage for being intoxicated he is able to stand there for multiple rounds not taking any damage. The wizard runs forward, magic missiles someone then runs back behind the cleric every round.
After the goblins realize they aren't hurting the cleric and they are down to 10 of them, they decide to run. The wizard chases them down he hallway trying to kill them. They turn around and hit him with a bunch of arrows and he goes down again.
The party then decides to barricade themselves in the ogre cave. The cleric of pelor first decides to make healing potions. I rule she can find the herbs in the forest nearby and they use the empty vial they have to make it.
It then became pretty late and we had been running one long battle against goblins for nearly an hour. I wasn't feeling that great and listening to them complain about how it was way too easy for them to die in 5e and how they enjoyed their 4e sessions better was starting to grate on my nerves so we stopped for the evening.
Session 2 is tonight. Will update with more after that happens.
3 out of the 5 players have never played any edition other than 4e. One of the players has been playing since 1e. The other one played a couple of sessions of 2e and 3e but has very little experience outside 4e. I'm DMing. I started playing with basic dnd. However, that lasted about 2 sessions before I gave up. I rediscovered dnd in a group playing a hybrid 1e/2e game. I started DMing with 2e and have mostly DMed since. I've played weekly nearly constantly from 2e until the present, playing every edition since then.
Before the session even started our resident power gamer/rules lawyer comes to me and says "Did you see the rules for intoxication? You take less damage for being drunk! Naked Wizard for the win!"
There is some rules discussion before the session starts. We aren't sure if you need to ready an action to take a reaction(after all there was a L&L article saying that you'd have to use up your action in order to act during other peoples turns or react to things in order to avoid combats slowing down. And if you read the text in a certain way it implies it). We decide that you need to ready an action to take a reaction. At least for this session. There is one confusion as to how to prepare spells and he difference between clerics and wizards.
The player who is playing the Moradin cleric is disappointed with his cleric. He doesn't like his reaction ability. Even if he doesnt have to ready an action he thinks it's useless. He doesn't like the lack of attack spells and the fact that his attack bonus and damage is lower than the fighter's.
The session started with them being in a tavern. The Rogue stole all the Knight's money before I even had time to do an intro. A herald comes into the tavern and asks for brave adventurers for a dangerous mission. The PCs notice they don't have any money so they accept.
The herald takes them to the king who says his son has been kidnapped by goblins. The PCs don't make any attempt to show any deference to the king at all. Some of them bow slightly. The Rogue makes a special point of being defiant. The king is desperate enough that he ignores it. He had some scouts report back that his son was taken to the caves of chaos.
The PCs get to the caves and search for footprints. They go into the cave with goblin tracks. They boldly go don the corridor and run into a patrol of 6 goblins. They raise the alarm as their first action. The PCs are soon attacked by 3 more goblins. The PCs quickly cast most of their spells and lose most of their hp.
When they think they've won, suddenly 3 more goblins and an ogre attack them. They pull through. But everyone is almost dead.
During this time there is some debate as to whether it takes an action to hide if you start the turn completely blocked from an enemy. I rule it doesnt.
The Wizard has prepared 2 burning hands. He casts one during the fight and rolls two 1s for damage making it do almost no damage. The Wizard player complains that his spells don't seem as useful as just using magic missile.
The PCs go through the secret passage into the ogre cave and close the door behind them. They find the keg of brandy. The Wizard says "perfect. Ive been looking for something to get me Intoxicated." The rest of the group looks at him confused and say "are we missing something?" He then explains that Intoxicated makes you take 1d6 less damage from attacks but makes you have disadvantage on your attacks. He points out that neither magic missile nor burning hands require an attack roll so it has no disadvantage for him at all. The Moradin cleric and fighter decide that getting drunk is a better advantage than disadvantage. They all get drunk. They all spend their hit dice healing. they aren't at full hit points.
The rogue meanwhile finds the potions and attempts to pocket them before anyone sees. He fails. They drunkenly get annoyed at him. He decides to pick a random potion and just drink it. The wizard attempts to stop him and fails. He has drank their only healing potion while at full hit points. They yell at him for drinking their loot.
I've been being nice to them so far given that there are 30 goblins still alive in this cave complex, the alarm has been raised, and they left the bodies of the dead goblins and ogre out in the open. However, I grow tired of watching them drink and argue over loot, so the 22 goblin hunting party overhears their argument and opens the door.
The wizard runs out there and burning hands a bunch of them. He rolls two 1s on his damage again. The goblins all attack him. Despite being Intoxicated and it removing most of the damage he took, he still goes down. The fighter runs out there and drags him back into the ogre cave.
The cleric of Moradin cures the wizard then stands in the 5 foot wide doorway and continually takes the dodge action. He's been commenting since he started reading the rules about how broken it is. Between his increased AC from dodge and the 1d6 less damage for being intoxicated he is able to stand there for multiple rounds not taking any damage. The wizard runs forward, magic missiles someone then runs back behind the cleric every round.
After the goblins realize they aren't hurting the cleric and they are down to 10 of them, they decide to run. The wizard chases them down he hallway trying to kill them. They turn around and hit him with a bunch of arrows and he goes down again.
The party then decides to barricade themselves in the ogre cave. The cleric of pelor first decides to make healing potions. I rule she can find the herbs in the forest nearby and they use the empty vial they have to make it.
It then became pretty late and we had been running one long battle against goblins for nearly an hour. I wasn't feeling that great and listening to them complain about how it was way too easy for them to die in 5e and how they enjoyed their 4e sessions better was starting to grate on my nerves so we stopped for the evening.
Session 2 is tonight. Will update with more after that happens.