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Playtest report: Hanging on a fence
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<blockquote data-quote="Grogtard" data-source="post: 4161358" data-attributes="member: 63654"><p>I too volunteered to do a little demo using the fan created material available. Over all most of our group is in the wait and see camp as far as 4th Edition goes. Personally, I also wanted to test it out because the next campaign I run will probably be fantasy and I’m still deciding what game system to use but more on that later.</p><p></p><p>The players chose the Dwarf fighter, the Teifling wizard, the Halfling paladin and the Half-Elf warlock. First, the kobolds. The PC’s blew right through them no problem at all. Then they faced some orcs. These were much tougher. The orcs even managed to kill the Dwarf fighter. Then there was the dragon. It killed the Halfling paladin and the rest of the PC’s just ran away.</p><p></p><p>Some have said that 4th Edition doesn’t “feel” like D&D but an MMO or a board game. In general folks, thought, it was similar enough to 3.5 that the changes really didn’t change the feel of the game too much to us. Some have complained that diagonal movement counting one dumbs down the game. It just makes it a little quicker to move. The real quickness, we thought came from the no confirmation needed crits with max damage. The players liked the at-will, per encounter and per day powers and that they really gave the fighter types more options in combat. The Healing Surges and Second Wind mechanics were given a luke warm reception. Folks just thought the concepts were alien to the old ways and just didn’t quite make sense as to how they worked. Not so much the game mechanics of them but what it reflects in the concept of the world. The most positive comments came from the player who chose the wizard. He’s one of our regular DM’s and by far the member of the group who know the 3.5 rules better than anyone else. He really liked the at-will powers of the wizard. No more, “I cast my couple of spells and now I’m done for the day.” He also mentioned that it is refreshing and was getting a little bored with 3.5</p><p></p><p>Our group discussed 4th Edition a little more. We talked about how we’ve all spent a butt load of money on all our old 3.5 books and hated to have them just become relics on a book shelf. Folks liked the new way that the monsters were designed especially that some monsters were specifically designed to be solo monsters. We really had to get used to the new use of Action Points. We liked the simplified Minor-Move-Standard Action rounds. It made things simpler and we really didn’t have to think about what kind of action does doing X take. It was very intuitive. Unfortunately, there weren’t any magic items to preview, the players really wanted a quick preview on how they will work now.</p><p></p><p>The general consensus was that 4th Edition will be a decent game but it’s nothing really ground breaking.</p></blockquote><p></p>
[QUOTE="Grogtard, post: 4161358, member: 63654"] I too volunteered to do a little demo using the fan created material available. Over all most of our group is in the wait and see camp as far as 4th Edition goes. Personally, I also wanted to test it out because the next campaign I run will probably be fantasy and I’m still deciding what game system to use but more on that later. The players chose the Dwarf fighter, the Teifling wizard, the Halfling paladin and the Half-Elf warlock. First, the kobolds. The PC’s blew right through them no problem at all. Then they faced some orcs. These were much tougher. The orcs even managed to kill the Dwarf fighter. Then there was the dragon. It killed the Halfling paladin and the rest of the PC’s just ran away. Some have said that 4th Edition doesn’t “feel” like D&D but an MMO or a board game. In general folks, thought, it was similar enough to 3.5 that the changes really didn’t change the feel of the game too much to us. Some have complained that diagonal movement counting one dumbs down the game. It just makes it a little quicker to move. The real quickness, we thought came from the no confirmation needed crits with max damage. The players liked the at-will, per encounter and per day powers and that they really gave the fighter types more options in combat. The Healing Surges and Second Wind mechanics were given a luke warm reception. Folks just thought the concepts were alien to the old ways and just didn’t quite make sense as to how they worked. Not so much the game mechanics of them but what it reflects in the concept of the world. The most positive comments came from the player who chose the wizard. He’s one of our regular DM’s and by far the member of the group who know the 3.5 rules better than anyone else. He really liked the at-will powers of the wizard. No more, “I cast my couple of spells and now I’m done for the day.” He also mentioned that it is refreshing and was getting a little bored with 3.5 Our group discussed 4th Edition a little more. We talked about how we’ve all spent a butt load of money on all our old 3.5 books and hated to have them just become relics on a book shelf. Folks liked the new way that the monsters were designed especially that some monsters were specifically designed to be solo monsters. We really had to get used to the new use of Action Points. We liked the simplified Minor-Move-Standard Action rounds. It made things simpler and we really didn’t have to think about what kind of action does doing X take. It was very intuitive. Unfortunately, there weren’t any magic items to preview, the players really wanted a quick preview on how they will work now. The general consensus was that 4th Edition will be a decent game but it’s nothing really ground breaking. [/QUOTE]
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