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Playtest Report, or how Kobolds almost TPKed the PCs in the first combat!
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<blockquote data-quote="Klaus" data-source="post: 6076283" data-attributes="member: 607"><p>Considerations:</p><p>- I forgot to factor in the hobgoblins' Steadfast and Commander traits. This saved the party from another TPK.</p><p>- The lack of alternatives led to the characters spamming ray of frost, Rapid Shot and lance of faith.</p><p>- Only one Hit Die led to a moment where the cleric couldn't do anything to heal himself, not even stepping away from the fight. All Hit Die were spent after the first combat.</p><p>- The lack of a "second wind" self-healing ability led to lots of pressure on the cleric, who ended up pulling double duty as tank and medic (and after the first fight, just tank, as he had the best AC).</p><p>- Light armor is just not worth it at the moment. Even with Dex 17, the elf had AC 14. This meant that creatures were hitting him more than 50% of the time, and dealing 1/3 to 1/2 of his hit points in damage in a hit. Although completely against the character's concept, the player will try to get heavier armor, since he would need Dex 20 to match the AC of chainmail.</p><p>- Mage Armor, at the moment, is just a cantrip tax on wizards. Make it a class ability (akin to the monk's Mindful Defense). Otherwise, you'll see lots of mountain dwarf wizards parading about in medium armor.</p><p>- The cleric's player complained of clerics getting access to their entire list, when wizards had to choose spells for their spellbooks. This may have made sense back in 1e, when the cleric spell list was really limited, but those times are long gone.</p><p>- All players felt severely limited by the lack of options, specially in regards to imposing conditions. If the fighter had the option of a "trick shot" to slow down or trip an opponent, that would make it more fun for the player. The wizard felt the lack of another damaging at-will, and of a middle-of-the-road option between the at-will cantrips and the daily spells (when I explained the "signature spell" concept from the previous packet, she thought it was perfect for her needs).</p><p>- We played without a battlemap, and that reeeeeeeeally slowed the game down. Next time, I'll break out some Dungeon Tiles and COunter Collections, to make combats fast and interesting.</p></blockquote><p></p>
[QUOTE="Klaus, post: 6076283, member: 607"] Considerations: - I forgot to factor in the hobgoblins' Steadfast and Commander traits. This saved the party from another TPK. - The lack of alternatives led to the characters spamming ray of frost, Rapid Shot and lance of faith. - Only one Hit Die led to a moment where the cleric couldn't do anything to heal himself, not even stepping away from the fight. All Hit Die were spent after the first combat. - The lack of a "second wind" self-healing ability led to lots of pressure on the cleric, who ended up pulling double duty as tank and medic (and after the first fight, just tank, as he had the best AC). - Light armor is just not worth it at the moment. Even with Dex 17, the elf had AC 14. This meant that creatures were hitting him more than 50% of the time, and dealing 1/3 to 1/2 of his hit points in damage in a hit. Although completely against the character's concept, the player will try to get heavier armor, since he would need Dex 20 to match the AC of chainmail. - Mage Armor, at the moment, is just a cantrip tax on wizards. Make it a class ability (akin to the monk's Mindful Defense). Otherwise, you'll see lots of mountain dwarf wizards parading about in medium armor. - The cleric's player complained of clerics getting access to their entire list, when wizards had to choose spells for their spellbooks. This may have made sense back in 1e, when the cleric spell list was really limited, but those times are long gone. - All players felt severely limited by the lack of options, specially in regards to imposing conditions. If the fighter had the option of a "trick shot" to slow down or trip an opponent, that would make it more fun for the player. The wizard felt the lack of another damaging at-will, and of a middle-of-the-road option between the at-will cantrips and the daily spells (when I explained the "signature spell" concept from the previous packet, she thought it was perfect for her needs). - We played without a battlemap, and that reeeeeeeeally slowed the game down. Next time, I'll break out some Dungeon Tiles and COunter Collections, to make combats fast and interesting. [/QUOTE]
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