Quick Playtest Report

Radiating Gnome

Adventurer
Just some quick notes from our 3-hour playtest session over the weekend....

We played, as you might guess, Caves of Chaos with the pregens. No need to explain a lot there.

The PCs were a little slow to learn the advantage of actually using your scout as ... you know, a scout ... after having to feel from two different caves (kobolds and orcs). After the second foray, we advanced to 2nd level (to try playing a little higher) and managed a bit more success.

Random Thoughts, Notes, Etc.
- Using your action anytime during your movement turned out to be something I used on the players more than the players used on me. It was used, for example, by a large room full of kobolds to step into a space where they could see the Pcs in a hall, shoot a sling bullet, and duck back out of site.

- The rogue struggled a little. We were using a map, so basically playing on a grid without the full grid rules. Without flanking rules, it's hard for the rogue to get Advantage every round. The best she could do was hide one round and attack the next -- which made a lot more sense to do once she hit second level (and got a second die of sneak attack damage).

- The rogue did get a chance to shine when she snuck into a roomful of 6 sleeping orcs. She moved from one to the next, delivering a coup de grace while they slept. I decided that she could make a stealth check to try to keep the action quiet and avoid waking up the other orcs -- and the orcs, because they were asleep, had disadvantage on their checks to hear her and wake up. So, each round she would deliver a killing blow to a sleeping orc, make a stealth check, and I'd roll two dice for the surviving orcs to see if any woke up.
Her rogue skill benefit (any roll under 10 is a 10) saved her life -- I don't think she rolled over 10 on her stealth checks more than once in the whole encounter. So the Orcs usually were trying to get a 16 or better on both of two d20. When she was about to attack the second to last orc, dripping with the blood of four others, one of the orcs finally woke up, and things got a little exciting, but for a while there she was on a roll.

- The mystic cleric was frustrated to be back in the roll of heal-bot. After years of 4e, it's hard to go back to a style of game where it's hard to spend cleric spell slots on anything other than healing.

In the final fight with the Orcs, the mystic cast shield of faith on both dwarves, who held the hallway and fought a huge roomful of Orcs -- I think there were nearly 20 of them -- and did so taking very little damage (the spell grants attackers disadvantage). They were practically impervious, and the spells probably prevented far more damage than those slots could have healed -- which might mean that the feeling that the clerics spell slots must be saved for healing is a relic of our hold 3e habits and doesn't really reflect the new game.....

- Many of the players wished they had more options in combat. We've all been playing 4e since the 4 playtests, so we're very much used to having options. Combat in this version gets swinging very quickly.

- We missed some basic combat options: I mentioned flanking, but we also missed having charge as an option.

- I really, really like the advantage/disadvantage mechanic. The one possible problem in play was that, from time to time, it required a whole lot of rolling dice. Like when the rogue was killing the sleeping orcs -- I was just rolling like mad. When the two dwarves with shield of faith faced a roomful of orcs, and the orcs were darting in to attack, I almost sprained my wrist I was rolling so much.

- The caves of chaos stat blocks for monsters do NOT match what's in the bestiary. I went back and forth between the two, in some cases blending what was in both. I especially felt like the DDN Orcs were weenies. I really wanted them to be a lot tougher.

And.... there were dick jokes, so it felt like D&D. ;)

-rg
 

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One way to avoid die rollling madness has been mentioned already:

Advantage = reroll misses.
Disadvantage = reroll hits.

My own limited testing has also shown that combat is pretty "swingy". I'm torn between liking it at lower levels (you never know what's going to happen the next round) to being frustrated by constantly missing. I think this is where future options might shine by offering up more tactical play to increase bonuses.
 

It's also faster if you roll two d20 simultaneously for advantage/disadvantage. Passing on the extra die for advantage because you've already hit might have you miss out on a crit.
 

In the final fight with the Orcs, the mystic cast shield of faith on both dwarves, who held the hallway and fought a huge roomful of Orcs -- I think there were nearly 20 of them -- and did so taking very little damage (the spell grants attackers disadvantage). They were practically impervious, and the spells probably prevented far more damage than those slots could have healed -- which might mean that the feeling that the clerics spell slots must be saved for healing is a relic of our hold 3e habits and doesn't really reflect the new game.....
I'm out of XP at the moment, but I just wanted to say this is a really good observation.

The dwarf cleric in our game actually had the opposite problem. His experience is mostly 3rd/Pathfinder and he spent the majority of combat rounds at the bottom of a pit, so the "heal and attack" spells were pretty weird. Good thing those kobolds gave him all those spears :p

Cheers!
Kinak
 

In the final fight with the Orcs, the mystic cast shield of faith on both dwarves, who held the hallway and fought a huge roomful of Orcs -- I think there were nearly 20 of them -- and did so taking very little damage (the spell grants attackers disadvantage). They were practically impervious, and the spells probably prevented far more damage than those slots could have healed -- which might mean that the feeling that the clerics spell slots must be saved for healing is a relic of our hold 3e habits and doesn't really reflect the new game.....

Yeah - it has been this way for awhile, even in 3.x/Pathfinder. If the cleric focuses on contributing to taking down the critters faster or protecting those that do via spells like your players used above you can mitigate damage much faster than trying to heal through damage.

It takes a bit of a shift in thinking sometimes, but sometimes a good defense is a strong offense! ;)
 

My experience was quite similar. The rogue definitely needs some tweaking as he wasn't able to get advantage very often. We only did about an hour session throught eh Kobold caves (they haven't met the chief yet). The mage was the true hero of the group, though. As the group rounded the corner into the hallway leading toward the kobold common room, the 30 or so kobolds noticed them and started taking pot shots. The mage threw a sleep spell in there and took out at least half of the room. Then the fighter and the Cleric of Moradin (who honestly plays like a paladin) stood side by side in the hallway and started beating down any kobolds that entered the hall. Meanwhile, the mage, cleric of Pelor, and the rogue sat behind them raining missile weapons, Magic Missiles, and Radiant Lances at any kobolds in the back row. The Moradin Cleric's Defender ability saved the fighter's life; the fighter's AC is pretty low, so he was taking a pounding.

My main concern is that I can see the return of the 15 minute adventuring day. I like the short rest healing, but at first level, it's very, very limited. You have one hit dice, so that means you can benefit from the short rest only once.
 


Regarding flanking, couldn't this just be simply adjudicated by the DM in accordance with what the group likes? You could simply do 4e style flanking as a rule of thumb, or honest-to-god, true-to-the-word flanking of attacking from the side, and say it gives advantage.
 

- I really, really like the advantage/disadvantage mechanic. The one possible problem in play was that, from time to time, it required a whole lot of rolling dice. Like when the rogue was killing the sleeping orcs -- I was just rolling like mad. When the two dwarves with shield of faith faced a roomful of orcs, and the orcs were darting in to attack, I almost sprained my wrist I was rolling so much.
I would suggest giving the rogue advantage on his stealth checks rather than giving the orcs disadvantage on their listen checks.
 

It's also faster if you roll two d20 simultaneously for advantage/disadvantage. Passing on the extra die for advantage because you've already hit might have you miss out on a crit.

Last night:
Me: "Roll for attack. You have Advantage."
Thief Player: "Nice! I rolled a 19."
Me: "You should've rolled two dice, remember. Although, y'know, nevermind; what with the 19."
* The thief absent-mindedly rolls her other d20*
Thief: "20! I rolled a 20! Critical! NEVER FORGETTING ADVANTAGE AGAIN!"
 
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