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Playtest Report: Portal Under the Stars
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<blockquote data-quote="WSmith" data-source="post: 5950035" data-attributes="member: 106"><p>Thanks. </p><p></p><p>First, I was introduced to D&D with the Holmes Blue Box. I have been exposed to and played every edition of D&D since. Some of my players have started with 3e or even just 4e and have never been exposed to the "theater of the mind" style of D&D. It is quite interesting and comforting to me to hear from the players that they prefer to play without minis. They ones with only 3.x/4e experienced are fascinated with this style of play, (which I grew up on, so it is second nature to me.)</p><p></p><p>With the TotM style, the players have opened up their minds and tried all kinds of stuff. The jumping through the portal and burning hands while effectively invisible is one example. </p><p></p><p>For me, I (mostly) love what I see in Next. With the drinking contest, I came up with a check on the fly for the fighter smashing the mead mugs into his forehead. I had him roll a STR check against a DC, then a CON check against the STR check result to see if he hurt himself. I love that I can now again make on the spot decisions as the DM. Wait until I post the next session report. They really did some off the wall stuff. For example, doors were taken off hinges and used as shield walls. Giant ball bearings that were part of a trap of sorts were taken off and used as bowling balls. It was great to not see everyone worry about what power they were going to use on their next round. </p><p></p><p>While I still think something has to be done with magic missile and cantrips in general, I did not experience the overuse of magic missile like most other groups are writing up. I do realize, however, that is because of the wizard's player and the style and vision he has for his character. He doesn't get crazy with the at will spells. </p><p></p><p>We think the HP for the characters are a little high. So far, only one player went unconscious once. </p><p></p><p>We like the Short Rest and using of HD. We did not experience the Long Rest with its auto full healing. I know I am not a fan of that already, though. </p><p></p><p>I could use some clarity on "shadows" and how it applies to vision and stealth. </p><p></p><p>Humans seem bland (again.) In the first draft of the playtest, they got something called "human expertise" as their racial power. They were allowed to roll a d6, up to twice per day, and add it to any dice roll they wanted because of the flexible nature of humans. For the first time in decades, I had a table of almost all humans. I loved that. I am sad to see they removed that and gave humans just stat bonuses. </p><p></p><p>We want the character creation guidelines, already. </p><p></p><p>Overall, we are having a great time.</p></blockquote><p></p>
[QUOTE="WSmith, post: 5950035, member: 106"] Thanks. First, I was introduced to D&D with the Holmes Blue Box. I have been exposed to and played every edition of D&D since. Some of my players have started with 3e or even just 4e and have never been exposed to the "theater of the mind" style of D&D. It is quite interesting and comforting to me to hear from the players that they prefer to play without minis. They ones with only 3.x/4e experienced are fascinated with this style of play, (which I grew up on, so it is second nature to me.) With the TotM style, the players have opened up their minds and tried all kinds of stuff. The jumping through the portal and burning hands while effectively invisible is one example. For me, I (mostly) love what I see in Next. With the drinking contest, I came up with a check on the fly for the fighter smashing the mead mugs into his forehead. I had him roll a STR check against a DC, then a CON check against the STR check result to see if he hurt himself. I love that I can now again make on the spot decisions as the DM. Wait until I post the next session report. They really did some off the wall stuff. For example, doors were taken off hinges and used as shield walls. Giant ball bearings that were part of a trap of sorts were taken off and used as bowling balls. It was great to not see everyone worry about what power they were going to use on their next round. While I still think something has to be done with magic missile and cantrips in general, I did not experience the overuse of magic missile like most other groups are writing up. I do realize, however, that is because of the wizard's player and the style and vision he has for his character. He doesn't get crazy with the at will spells. We think the HP for the characters are a little high. So far, only one player went unconscious once. We like the Short Rest and using of HD. We did not experience the Long Rest with its auto full healing. I know I am not a fan of that already, though. I could use some clarity on "shadows" and how it applies to vision and stealth. Humans seem bland (again.) In the first draft of the playtest, they got something called "human expertise" as their racial power. They were allowed to roll a d6, up to twice per day, and add it to any dice roll they wanted because of the flexible nature of humans. For the first time in decades, I had a table of almost all humans. I loved that. I am sad to see they removed that and gave humans just stat bonuses. We want the character creation guidelines, already. Overall, we are having a great time. [/QUOTE]
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